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Made in us
Regular Dakkanaut




Please help me with my list for the next Tourney coming up, thank you!

Tactics (Shenanigans):
Spoiler:

• Every IC on bike/mount can join a disembarked Blood Claw squad, using that Razorback as cover to start the game.
• Even better, have them join the White Scars or in the Wulfen squad to help it stay protected, turbo-boosting in the shooting phase with the bikers to get in front and LoS for the unit. Potentially getting Shroud power from alTempastus, for 2+ Jinks.
• Wulfen pod lands, they set up in terrain - preferably ruins, within move+run+charge range for next turn.
• Bjorn lands without scattering besides them, remaining in pod turn 1.
• Razorbacks w/ Rune Priests and Blood Claws move 12", deploy 6", or just move 24" via Iron Wolves rules if turn 2 cc isn't a goal.
• Also, landing Formations Tempastus 7d6 S7 witchfire power, w/ Helm to ignore jink and reroll hits from the Biker.
• White Scars formstion moves 12" in Storm, disembarks 6", and IC's on mount/bike join with the scouts via a scout being between main unit and IC's (@14"), for first turn assault.

Turn2 super assault!
• Bjorn MUST challenge, so is effectively hidden in CC, as will be in same combat with Wulfen - maintaining contact with unit Bjorn is engaged with to keep him safe.

The rest plays out as normal, Iron Wolves tying up objectives throughout the board.

Company of the Great Wolf:
HQ
Bjorn: Helfrost Cannon, Warlord
Lucius Pattern Dreadnought Drop Pod,
Legacies of Glory: Isstan V Dropsite Massacre.

Wolf Guard Battle Leader: Thunderwolf, SS, Krakenbone Sword, 1x Fenrisian Wolf.

Elites
Iron Priest: Thunderwolf Mount, 2x Cyberwolves.

Iron Priest: Thunderwolf Mount, 2x Cyberwolves.

5 Wulfen:
1x Wulfen: TH/SS
4x Wulfen: Great Frost Axe.

Fast Attack
Drop Pod.


The Ironwolves:
Wolf Guard Battle Leader: Bike, SS, Black Death.

5x Blood Claws:
Razorback: Las/Plas, Dozer Blade, Extra Armour, Hunter-killer Missile, Storm Bolter.
5x Blood Claws:
Razorback: Las/Plas, Dozer Blade, Extra Armour, Hunter-killer Missile, Storm Bolter.

Land Speeder: Multi-melta, Typhoon Missile Launcher.
Land Speeder: Multi-melta, Typhoon Missile Launcher.

Long Fangs:
Ancient: Bolt Pistol, Chainsword
1 Long Fang: Bolter, Bolt Pistol
Drop Pod: Deathwind Missile Launcher, Locator Beacon.


Wyrdstorm Brotherhood:
Rune Priest: ML2, Rune Axe, Bike, Helm of Durfast.
Rune Priest: ML1, Rune Axe.
Rune Priest: ML1, Rune Axe.


Stormbringer Squadron: White Scars
5x Scouts: 5 CCW
Land Speeder Storm: Heavy Flamer.
Land Speeder: 2x Heavy Flamer

This message was edited 23 times. Last update was at 2016/07/08 06:43:59


 
   
Made in cy
Steadfast Grey Hunter






Rumour has it that the Wyrdstorm brotherhood on bikes is an absolutely lethal way to deal with... well anything.

Drive out of cover, shoot living lightning at something, turboboost back into cover in the shooting phase.

Zap Brannigan -
"In the game of chess you can never let your adversary see your pieces."
"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate."
"Rock breaks scissors. But paper covers rock, and scissors cut paper! Kiff: we have a conundrum...... Search them for paper... and bring me a rock." 
   
Made in us
Regular Dakkanaut




Thank you for the heads up on the bikes, that's awesome!


Automatically Appended Next Post:
Should I be concerned with having 22 killpoints?

This message was edited 2 times. Last update was at 2016/07/08 06:40:58


 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






The Scars are an interesting option. What is their role?

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in de
Ferocious Blood Claw




I see the Wulfen getting shot to pieces. Better swap the ratio of hammers and axes.

The Long Fangs are sadly a waste. Why not go with Melta/Combimelta.

You could drop the WGBL in the CotGW Detachment, for Hammer Wulfen, Melta Fangs and more Cyberwolves.



For the Wolftime! 
   
Made in us
Ambitious Space Wolves Initiate





 Garrlor wrote:
Rumour has it that the Wyrdstorm brotherhood on bikes is an absolutely lethal way to deal with... well anything.

Drive out of cover, shoot living lightning at something, turboboost back into cover in the shooting phase.


Care to elaborate on this? I've been pondering using the Wyrdstorm Formation. Would you just roll on Tempestas table or try to go for Endurance in Biomancy to buff some TWC or Wulfen?
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Really cool to see a Bjorn list. I'm guessing you have no real need for the Wulfen buffs?

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Regular Dakkanaut




 Dakka Wolf wrote:
The Scars are an interesting option. What is their role?


The Storm Bringer formation, from the new Angels of Death book, with White Scars CT's for H&R (plus I'm modeling them as Samurai, just the Katana and Wakisashi yeah!) offer quite the advantage (ObSec too!):

The Scouts can disembark after having moved within the Speeder Storm 12", so then that is an additional 6" (to disembark), then by placing 4 of the Scouts as far as I can, I can place the 5th Scout back at the 14" distance from initial movement to be within range to maintain coherency with any IC's that I wish to join the Scouts (The WGBL's, Iron Priests, and Rune Priest potentially).

Then, they will be able to charge 2d6" from there.
12" + 6" + 2d6" - 20" through 30" charge turn 1.

Krakendoom wrote:
I see the Wulfen getting shot to pieces. Better swap the ratio of hammers and axes.

The Long Fangs are sadly a waste. Why not go with Melta/Combimelta.

You could drop the WGBL in the CotGW Detachment, for Hammer Wulfen, Melta Fangs and more Cyberwolves.


I put the Wulfen into cover, potentially Ruins. A chance that they'll have night fight working for them (3+ cover save) or potentially the Biker Rune Priest getting Shroud from the Tempastus tree (so 2+ Jinks, with 2+ LoS as an option too), the Biker(s) having Turbo-Boosted to get in front of the Wulfen, wherever the shooting is too lethal for them to withstand it without some aid. Whether to throw which IC's into the Scouts or the Wulfen is based on the type of firepower I am forced to withstand (ignore cover being a key factor).
I have only once had them get shot up, as there's so many priorities I throw in peoples faces hehe
1) Bjorn in Lucius Pod
2) 1st turn CC which entangles the line in front of or near the Wulfens turn 1 hiding spot.
3) Both razorbacks loaded with men, either staying within the Razorback and having moved 24" through Iron Wolves (the rune priests within them having already unleashed their 3d6 shots by then)

The time they got shot up was with Interceptor by the Speeder Formation from DA, which was a (learning) mistake, as I could have moved the IC's in the movement phase - if not hiding in cover or out of LoS by the end of the movement phase.

with a 4+ cover save (potentially 3+ or 2+), and FnP(5+), and dual wounds each, I haven't had any real issues.
In addition, if I go first (more potential chances, they do add up the odds) the "Retro Burners" from Bjorn's Lucius Pod allows any unit being shot at - having been shot at THROUGH the Pod's LoS - to gain Shroud (but only I going first, which Bjorn helps out in, as it states in the RB rule: "Til end of Game Turn").

Yes - I can slim down an IC and go the way of more SS/TH, but from my experience (perhaps it's a Gaming Group meta thing) I've found the 2nd shield to be unnecessary. I use it in critical situations like lethal overwatch, or taking on a Kinniggit (which they excel at! The Shield being handy to absorb the lethal doses when the Kinniggit blows up). I reallllly like playing Wulfen like a grenade, i5 and hard hitting, with the chance that upon dying in CC unleashing yet another load of attacks. Really nothing lives, not even DeathWing Terminators. Not even Kinniggits, if I whittle them down a couple HP's through the Living Lightning and all that Iron Wolves dakka.

After having rocked the initial assault, they may find themselves all alone... and out in the open. Hopefully I can dive into cover, but that's not always the case... if they get shot up (with SERIOUS priority) at that point, I just have so much left to work with, and the opponent has a serious hole/breach in their lines.

Additionally, going more Cyberwolves (4 Cybers and a Fenrisian Wolf) honestly doesn't seem necessary unless I intend to survive many turns of unassisted overwatch. Were they to become whittled down, leaving the IC's vulnerable and exposed, I throw them into other squads (like the BC's or the Wulfen).

The Long Fangs, if given more points, need additional models (more than the 2) to really last any kind of firepower (laser pointers could wipe them, if I don't roll saves like I want to). I don't enjoy spending points where they will just feed the enemies plans.
Putting heavy weapons on them, having dropped them, gives me only snapshots for a turn (landing, perhaps overwatch). I've found them to be immensely useful as just two dudes who hide out of Line of Sight, and the Pod + Unit equals two of the three units needed to score Line Breaker/Hold the Lines, or the Tac Card for having 3 units in the opponents table edge. They've always seemed to find an objective or something to score on. Adding some weapons for mere 10 or 15 points does have merit, and VERY MUCH MERIT for the cool concept of Flamer Ancient (thank you for that, adding it to my arsenal of thought).
In doing so, they become much more of a threat, ergo need higher prioritization from the opponent to be wiped (and unless adding many models to the unit, will easily get wiped if not simply hidden away - weapons needing LoS to fire with providing them such visibility).
It is a shame to not load them up... but when considering them, so vulnerable, compared to an Iron Priest (one of the coolest pts-per-model CC models I can think of, perhaps not only in the SW's arsenal), I choose CC.
*However* I am sooo open to constructive criticism on this.

 WulfenClaw wrote:
 Garrlor wrote:
Rumour has it that the Wyrdstorm brotherhood on bikes is an absolutely lethal way to deal with... well anything.

Drive out of cover, shoot living lightning at something, turboboost back into cover in the shooting phase.


Care to elaborate on this? I've been pondering using the Wyrdstorm Formation. Would you just roll on Tempestas table or try to go for Endurance in Biomancy to buff some TWC or Wulfen?


The Wyrdstorm Brotherhood offers an amazing advantage:
- ML2 grants two psyker powers used per turn
- the Formation grants any psyker in it (only once per formation per turn tho) the Living Lightning perk, with bonus dice for more Psykers on the field from this formation, as an -additional- *unique* psyker power.
- The psyker powers used from the Tempastus tree gain 3+ successes instead of 4+.

So, unleash the (for me 4d6) formation Living Lightning (i've found 5 dice is a good number to roll with if they're available), plus casting the normal Living Lighting as well (2 dice works wonders), adds up to be 7d6 shots.
Since any 6's to hit add two successes to the dice pool (when not snapshotting), and using the Helm of Durfast to reroll misses, I find myself pretty much scoring the same (if not a bit more) hits as the dice I've rolled to hit with.
"average" would be 24x S7 shots to Pen/Wound with, which definitely takes down if not OUT a squadron, or per the math scores 2 HP's (if not 4 if hitting side AV) off an Imperial Knight. *Potentially* putting it down. Note: IGNORES COVER. No Cover Saves. No Jinking.

the other two rune priests don't have to go Tempastus (therefore Living Lightning) but if they do, and there's Warp Dice available, that's potentially double the HP's scored (per the math).

Cool thing about the bike, one can then Turbo-Boost the guy into cover and hide him away, or simply have them in a unit (and be able to target units that are separate targets than the unit they are in, as it's the Pysker phase and doesn't "lock in" who they're targeting as a Unit).

Going the new Psyker powers can be potent. Also, yes going Biomancy is good too.
I tried that for a while, but never scored FnP like I wanted to, when I needed it, so found myself game after game just not having anything more than a powerful CC psyker, which they are already good enough as they are (FORCE SO OP versus MC's!).

 Dakka Wolf wrote:
Really cool to see a Bjorn list. I'm guessing you have no real need for the Wulfen buffs?


Wulfen buffs are GREAT. I don't think it's worth it to go TWO units of them, just as one would find room for -A- terminator squad but two just seems too many points (like a third of a list in points!) so avoid the Formation.
The buffs can boost the IC's that join them, and can boost the BC's even 12" away, they add up for sure!
I don't count on the Table to bring me over the top in stats/odds, but the extra little perks do add up.

Bjorn is a tricky one. He does good work when he's able to.
I've found he either dies quickly (taking opponents priority) or lasts all game (if prioritized, leaves other units like Wulfen without lethal firepower taking them out). Pitting him against things that are not -too- much to chew, as tho caring for the elderly, finds me having him last all game. Funny, 90% when he *does* die, it's through glances to death.
The Lucius pod is Hilarious! Often I find people thinking, "not worth to shoot - too many things more important right now" and think "Ima charge it and pop it in CC".
I say, "OK Thanks!" haha cuz if they don't manage to take out the Pod (which is benefiting from Shrouded cover, 2+ saves, or worst case go second - 4+ saves (night fight 3+)) in the shooting phase, He's SAFE and will reach CC next turn Just Fine (given that he doesn't get multimelta'd in Overwatch (which has happened by a lone attack bike once! lol!)
They Charge the Pod, then pop it, he runs out 6" without any fear or concerns, then moves 6" in the movement phase of my next turn, then the 2d6" charge. Basically - they added 6" to my move! haha. Note: one must declare ALL charging units, prior to rolling out the remaining of the CC phase. Once Pod has been declared as a target, they have to immediately target him inside, which they can't.

Since I pay the 20pts for the Legacy of Glory found in the Imperial Armour 2: 2nd Edition, it allows me to place him wherever I like without rolling to scatter (pinpoint accuracy, especially useful against anti-deepstrike shenanigans like Speeder Storms). I have no problems maximizing the Heavy Flamer, wiping out whole Scout Squads and the likes. If I do go first, or if i'm facing NO cover on the table for the Wulfen to hide within, I can place him after the Wulfen drop, then have the pod position between them and any Interceptor units that'll try to make the Wulfen go *poof*




I appreciate the feedback, I am trying to develop a mean list that's competitive, but not all SuperFriends and tourney-meta cheese (and going multiple codex's with min-max awefulness).
I wanted something that provides a variety of models, and shows off the SW awesomeness through models and through POW-in-your-face-CC that seems so underrated here in 7th (prob cuz people find it difficult to reach CC, which this list is engineered to do with ease).

Thank you!

This message was edited 6 times. Last update was at 2016/07/08 13:21:29


 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Space Wolves using Eldar Bike Spam tactics...what is the world coming to?

I love the Hellfrost Canon on the front lines using the Lucius Drop pod, pity Bjorn only has access to the canon rather than the destructor, still, you can take a pot shot at a vehicle or drop a blast template and flamer template into some sorry infantry sods.
I've always believed concentrated small arms is scarier to the Space Wolves than big gun attacks so I'll put a thumbs up on any list that prioritises blowing large chunks of infantry away early.
BTW What's the legacy of Glory do?

I've always tossed up between a WGBL and WL...the Battle Leader kind of pales in comparison to the Lord if you're planning on spending points.
WGBL 50
Thunderwolf 50
Runic Armour 25
Storm Shield 15
Krackenbone Sword 35
Fen Mutt 8
183 pts 5-5-6-5-4-5-6-9 2+ 3++

WL 105
Thunderwolf 50
Runic Armour 20
Belt of Russ--
Krackenbone sword 35
Bolt Pistol--
Fen Mutt 8
218 pts 6-5-6-5-5-8-10 2+ 4++
I know sometimes it's hard to justify 30 points on a model but that's six ap2 attacks, seven during the first rounds of each combat, he's going to kill some stuff.

I tend to take one of my Speeders with a Heavy Bolter. Not exactly a tank buster weapon but coupled with the missiles it's a loadout that can wreck a rhino level transport and a kill good number of whatever comes out of it. One is a dedicated tank buster, one can bust tanks but tends to focus more on killing units.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Regular Dakkanaut




DakkaWolf:

Lol! SW have such awesome IC's, so hard not to "bend the advantages as far as they'll go" =P
To let lesser models in a unit die first to shootinv, or allowing wounds to allocate to these lesser pts valued wounds first, then on my turn reassign the IC's to fresg units... keep the IC's alive til end of game.

Of the Cannon, I've dropped and ID'd a Bloodthirster for first turn Warlord and FB in a tourney once, also eliminating a Hive Tyrant this same way. Soooo funny when it happens. Always worth 'a shot'.

Of the Pod, LoG "Istvaan V Dropsite Massacre" for 20pts grants the deepstriking vehicle the ability to land without rolling to scatter, as tho I rolled 'to hit' on the scatter dice. Being that its 270pts for this, an additional 20pts is so worth, especially with pre-measuring out 8" to nail units with a perfect template no questions asked.

As for the WGBL/Lord, I see the 4+ invuln rather than a 3+ kind of miniscule, but considering my save rolls I kinda like having it. The IP's got 2+ saves versus anything ap3 or worse, and when facing a foe of ap2 the SS does wonders.
I've considered runic armour... just seems so many points to pay for 1 more side of the dice, when i5 may just do the trick in avoiding receiving damage (carefully choosing my Challenges... if facing absurd initiative and attacks like eldar/de/harley bring I may rather choose an alternative route... pick and choose your battles, don't find strength with strength; don't resist strength with face, rather, dodge and deliver where it hurts most.
I'll definitely be considering this tho in my matches, and see if in truth your idea is best, thank you.

The bonus WS, meh - I'll at worst hit at 4+, and if I'm facing something WS5 hopefully I'm going to out initiative them. Again, will certainly keep this in mind.

An additonal wound does have merit, and yes more attacks... I do see real value in these attacks. Id hope my other models in the unit can help dish out attacks too...

For how you load out, it seems there are ample pro's, whereas the big con for me is 4++... I'll have to play it out and see, certainly.
Thank you.

As for the speeders, its hard to ignore "free weapons", the MM/Typh being sooo lethal! I'm in their faces with lasplas razorbacks, runepriest+BC's, Bjorn, IP's, Wulfen, and the WGBL's (and the Scouts), so having Speeders up close and personal for this list seems just gravy... if they focus my Speeders I consider it a perk
Definitely tho a third thing to consider, tho; I've seen many other lists and comments the same way, that HB/Typh is successful.

Much appreciated!
   
 
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