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Made in us
Paramount Plague Censer Bearer




Yokosuka, JP

Heya dakka

I am going through my shiny new codex and here are my dilemmas.

I am also looking at this just coming from chaos space marines and playing from 1500=1750 point games.

Heavy support choices look insufficient - Just looking at the choices, the best thing there seems to be long fangs with their split fire and 5 heavy weapons but the squad cannot take a hit (either lose your leader and lose split fire or start picking off heavy weapons.) My question is, what is the best unit to use and what is the best/better composition of that unit.

Coming from chaos, I always used obliterators to kill vehicles and put blast templates over infantry, but with the lack of long range firepower in the other parts of the codex (troops choice, elites, maybe except dreadnoughts.. etc) I don't know how I'm gonna get my boys across the field while able to kill vehicles.

What HQ choice should I use for these lower point games? I have a Njal model I want to use, but its 270ish points to field him is way too much for 1500 points. The space wolf psykers are great but what unit should I put them with (grey hunters in a rhino? Wolf guard in a rhino? Remember, small points games.) I haven't memorized the traits to each HQ in the codex yet but I really want one that won't be killed by the MEQ guy with a powerfist in close combat nor do I want a HQ that is a one trick pony. (Jaws of the world wolf just seems overrated)

Basically, I want to avoid over purchasing units if possible, and develope good 1750 and 2000 point lists.

What I have thus far in models is

A space marine battle force
A wolf guard terminators box
And a space wolf pack

I'm looking towards purchasing next...

Space marine captain (or is it a commander box, the $20 US box) Basically so I can make any of the unnamed HQ choices.
2 devastator squad boxes
2 dreadnought boxes
1 assault squad box


My playstyle basically is..

I like rhino rushes. I like having a rhino with troops sitting on an objective while the other two go out to steal others from my opponent. I like my winged daemon prince being able to move 12 inches, then being able to support the rhinos with psychic powers or assisting my marines in the assault phase, but I also realise the importance of having those long-range units taking out armor.

Enough with my 5-year-old's coloring book of a topic (I think I made my question unclear)

Where should I build up from a solid core of 3 grey hunter squads with rhinos? (2 meltas in one squad, melta/flamer in another, and 2 plasmas in the last.)


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

The new codex contains several very good units, like Grey Hunters, Long Fangs, Wolf Guard.
The basic problem is synergy.
All parts of the army should play together in some sense.
Currently, I see two good lists.
First, an army that is reactively played which brings the enemy forward, slows down his advance, and then wents for his throat.
An army like this would include GH's and LF's.
Second, a mech army that fields Rhinos filled with GH's and BC's supported by Thunderwolves, Fenresian Wolves, and Land Raiders filled with Wolf Guard.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Boosting Space Marine Biker






Sidney (Home of Nothing), OH. USA

Might I first suggest that you are not playing Chaos Space Marines if you are playing Space Wolves? The two armies have extremely different mechanics. That said, why not put a large squad of Blood Claws in a LRC with a IC. +2 attacks on the charge is nothing to sneeze at, especially if they are assaulting out of a LR directly into combat. Add a MM to the LR for a bit of anti vehicle firepower. This combination, in a 1500pt game should have some pretty nasty effects. GH can also take razorbacks as transports. Twin-linked lascannons on top of one or two will also give you the ability to take out the tanks/transports/etc., as well as giving you the ability to move your troops around a bit more safely.

WarPaint Miniature Studios is currently accepting select commissions! PM if interested!

http://www.facebook.com/WarPaintMiniatureStudios/

 
   
Made in gb
Plastictrees



UK

3x/6x Long Fangs: [165]
2x Lascannon, 2x ML, Heavy bolter

Then pick an amazing SC or an awesome WL. Now think of the WLs body guards, so some WG in an rhino, some WG termies in an LR or some BC.

Troops should be 2x/10x GH, 2x meltagun, Rhino.

Fill the rest in with whatever you want.

This message was edited 2 times. Last update was at 2009/10/04 19:08:24


WARBOSS TZOO wrote:Grab your club, hit her over the head, and drag her back to your cave. The classics are classic for a reason.
 
   
 
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