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Made in ca
1st Lieutenant





I'm looking over this list and not feeling it is as strong as it needs to be in order to win. Any thoughts on honing it at this point level?

HQ
Wolf Lord (Runic Armor, Thunder Hammer, Belt of Russ, Thunderwolf) - 220pts.

Elites
3x Wolf Guard (3x Combi-Melta, 2x Power Fists, 1x Powersword) - 124pts.

Troops
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.

Fast Attack
3x Thunderwolf Cavalry (Thunder Hammer, Melta Bombs) - 185

Heavy Support
6x Long Fangs (5x Missile Launcher) + Razorback (TL Assault Cannon) - 215
6x Long Fangs (5x Missile Launcher) + Razorback (TL Assault Cannon) - 215

This message was edited 2 times. Last update was at 2009/10/20 15:55:18


 
   
Made in gb
Tower of Power






Cannock

Not a lot for 1,5000 points

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Maddening Mutant Boss of Chaos





Colorado

I think its bad ass

NoTurtlesAllowed.blogspot.com 
   
Made in ca
1st Lieutenant





Doing the math those Grey Hunters with Wolf Guard will beat a tactical squad in close combat if they get the charge. Even if they don't counter charge means they will draw a fair portion of the time.

Missile squads will pop a rhino about 60% of the time with 5 krak missile shots. And even if that fails their Razorback has about a 50% chance as well. Then those Grey Hunters can mop up what falls out.

I am worried about TH/SS Termies in a Land Raider though. But that is a third of an army and if they fall out of that transport frag missile shots and Autocannons can hurt them and 2 losses gives them a chance to run off the table.
   
Made in us
Tunneling Trygon





It's a similar concept to the list I came up with, in that it revolves around Razorbacks, Thuderwolves, Grey Hunters and Long Fangs.

That said, I think you have more Razorbacks and Long Fangs than you need. This would just be me making this more into my own list, but I'd drop both the Long Fang Razorbacks, and one of the Long Fang squads, and put what's left into a full size GH squad with a Wolf Guard.



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http://jackhammer40k.blogspot.com/ 
   
Made in ca
1st Lieutenant





Actually, now that you mention it, I'm thinking of going the other way and doing this.

HQ
Wolf Lord (Runic Armor, Thunder Hammer, Belt of Russ, Thunderwolf) - 220pts.

Elites
3x Wolf Guard (3x Combi-Melta, 2x Power Fists, 1x Thunder Hammer) - 134pts.

Troops
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.
5x Grey Hunters (MotW, Meltagun, Wolf Standard) + Razorback (TL Assault Cannon) - 180pts.

Fast Attack
3x Thunderwolf Cavalry (Thunder Hammer, Melta Bombs) - 185

Heavy Support
6x Long Fangs (5x Missile Launcher) - 140
6x Long Fangs (5x Missile Launcher) - 140
6x Long Fangs (5x Missile Launcher) - 140

This gives me a decent Assault force with missiles to deal with things that might shoot them if the win a melee on their turn.
   
Made in us
Elite Tyranid Warrior




Florida

The leader can't have a missile launcher. He has a different list of weapons to choose from.

This message was edited 1 time. Last update was at 2009/10/20 16:27:39


 
   
Made in us
The New Miss Macross!





Deep Fryer of Mount Doom

WarmasterScott wrote:The leader can't have a missile launcher. He has a different list of weapons to choose from.


are you talking about the long fangs? he's got the max 6 man squads with 5 missle launchers each so the leader doesn't have one.
   
Made in us
Elite Tyranid Warrior




Florida

oh sorry read over too quickly, my apologies. So question to the op, what does the leader have as weapons, why 3 wolf guard and 3 cav? It seems to have alot of small groups. What is their purpose in the list?

This message was edited 1 time. Last update was at 2009/10/20 16:34:33


 
   
Made in ca
1st Lieutenant





The Leader has a Thunder Hammer and bolt pistol as his weapons as well as the option of having S5 rending attacks at his initiative. He'll go with the Thunderwolves making a nasty four unique model squad found wound allocation that would have 10 S10 thunder hammer attacks on the charge along with 10 S5 rending attacks. If against guys with 4+ or better invulnerable saves and 4 initiative I'd go with 20 rending attacks instead. I could also split it if needed.

As for the Wolf Guard, they break up and head out with the Grey Hunters in their Razorbacks, they add a heavy punch with powerfists or the thunder hammer and combi-meltas.

The Long Fangs are there to either pop light vehicles and give the infantry targets to charge, or to kill squads that the Grey Hunters force out of transports but wouldn't want to charge at full strength (such as TH/SS termies spilling out of a Land Raider).
   
Made in us
Squishy Oil Squig




I like it.

I would drop the banners, and the TH on the calvalry to add one of the following:

1. rzr back for the WG (case you want to use as another unit) and make MG to PG's.

2. Add 1 or 2 lone wolves with min gear to protect your long fangs + some fluff

3. Add a WG to each long squad with min gear.

4. Add one Hvy flmr rzrback for WG (a scary nuissance tank).

5. MM/HF speeder for pot shots, flankers, late turn objective contesting.

6. Two TDA WG to soak wounds with LF or be nuissance unit elsewhere.

The banners are minimal return on units meant to sit, hide/shoot, and mop up. The TH on TWC is nice, but probably overkill for that squad. I know it maximizes wound allocation, but the SS is then better as it makes them more survivable than the TH makes them more killy.

Also...you may consider putting your lord on a bike and running with swift claws versus the TWC. Not as tough, but much faster and can turbo, plus will net you more models. (you save 10pts on lord, and get 3 swfit claws and HB attack bike with melta bombs for bout 125pt....so you net 75pts, with dropping the banners 105) could add a dred to soak up blood crushers, etc.

Overall I like the list and if run well should not let you down.

My two fangs,
BDS


Edit: Oh, I would change one of the GH squads razor backs to a las/plas to sit on your home objective, you will probably need the range more often than not. This unit should definitely have a plasma gun and does not really need a wolf guard...saving you more points.

This message was edited 1 time. Last update was at 2009/10/20 23:07:35


2011 Goal Update: 1 of 52 played games...7 of 211 models painted. 
   
Made in ca
1st Lieutenant





1) I can't see needing my tiny squad of wolfguard as a lone unit so they don't need a transport. As for swapping melta for plasma, that would reduce my heavy anittake to 3 melta guns, at least the combi meltas give each squad a good chance to pop one transport per game in the turn I need them to.

2) Lone wolves, while good, only really serve a purpose if you give them the tools to do damage with and that costs points. A naked or near naked Lone Wolf won't do enogh to make it worth it.

3) As much as an extra wound would be nice on the Fangs if people are shooting at them they're leaving my Grey Hunters and Thunderwolvces alone so I won't worry so much.

4) Again, not running my WG as a separate unit so they don't need a harasser transport.

5) The speed was something I considered, but if this doesn't work out in testing I'll a team of Fangs to add in two as flank attackers.

6) No, my WG have a purpose and they will do that job more often than not.

Well, my troops aren't really made to hide when you look at them. They can already on average go toe to toe with a full strength tactical squad and when they assault something out of their transport their transport will act as a LOS blocker so they can't be shot if they win. As for the TH in the Thunderwolves that is to give it antitank when the Lord has to leave them and ensure that it is enough of a threat that my enemy needs to make a choice between them and my Long Fangs.

As for using Bloodclaw bikes, just no. They're nowhere near as good as TWC they aren't as tough, worse in melee, have WS:3 & BS:3 don't have multiple wounds they can allocate... They just aren't a good unit. Besides why would a want a heavy bolter attack bike? Heavy bolters are next to useless.

As for cutting points, I haven't yet run this list, but I know what I will change if it doesn't work as planned. That would include dropping a team Long Fangs to get two 10 man Grey Hunter teams with 2x Meltas in a Rhino.
   
Made in us
Squishy Oil Squig




Since your all set then, no further comments needed. Good luck to you. Be interested in how your games go.

BDS

2011 Goal Update: 1 of 52 played games...7 of 211 models painted. 
   
Made in ca
1st Lieutenant





Thanks, I didn't mean to sound so final, just posting why I made my choices. If fail in horible fashion your choices will suddenly start making a ton more sense.

Now to get my friends to be willing to schedule a game into their lives...
   
 
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