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![[Post New]](/s/i/i.gif) 2009/12/28 22:46:44
Subject: Space Wolves Ard'boys list
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Death-Dealing Devastator
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Hello to anyone reading the followng list.
I know the list isnt perfect and I am expecting a lot of holes to be blasted through it, but I appreciate any and all advice on the following list. Also, if i break any Dakka Dakka rules let me know right away since this will my first post in this area.
HQ-
-Wolf Lord-230pts
Saga of the Warrior Born
2 Wolf Claws
Wolftooth Necklace
Thunderwolf Mount
-Wolf Priest-100pts
Standard Wargear
Elites-
-Wolf Guard-10-280pts
10 Power Weapons
-Dedicated Transport- Land Raider Redeemer-250pts
Multi Melta
-Wolf Scouts-10-190pts
Melta Gun
2 Plasma Pistols
Troops-
-Grey Hunters-10-150pts
Flamer
Melta Gun
-Grey Hunters-10-150pts
Flamer
Melta Gun
-Grey Hunters-101-50pts
Flamer
Melta
Fast Attacks-
-Thunderwolf Calvary-5-250pts
Heavy Supports-
-Land Raider-250pts
-Land Raider-250pts
-Land Raider-250pts
Against Vehicles-
- 4 Melta Guns, 6 Twin Linked Lascannons, 1 Twin Linked Assault Cannon, and a multitude of Rending CC attacks.
Against Infantry-
- Heavy CC unit(Thunderwolf Calvary and Wolf Lord), Redeemer. with Wolf Guard.
Well the general plan is to have all my grey hunters in the Land Raiders, Lord with the Calvary, Scouts in Reserve so they can outflank. Its pretty straight straightforward hereafter. Redeemer and Calvary surge forward towards the enemy while Land Raiders(HS) move 5" and fire lascannons at Heavy Infantry and Vehicles. 2nd turn i should be within assault range with the Wolf Guard and Thunderwolf's.... Redeemer flame's the enemy and other Land Raiders continue Slow movement and firing of their lascannons. Wolf Scouts if they are lucky, come in and I roll a 3+ and they can come in from behind the enemy and hit them in their backs pretty hard. If not, next turn hopefully. 3rd Turn Continuation of previous steps. I should be immersed in CC by now and the Grey Hunters now swoop in for the Death Blow and aid my heavy hitters. After this its self explanatory.
Thanks for your time and I look forward to any and all advice given to me.
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Ebon Drake's Chapter -5800pts
---- 18-5-3 ----
Member of the 642nd. "Even in death I serve the God Emporer"
Want awesome fluff? Go and read a little Dark Lord Seanron! |
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![[Post New]](/s/i/i.gif) 2010/01/13 23:32:35
Subject: Space Wolves Ard'boys list
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Death-Dealing Devastator
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Wow, no comments?
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Ebon Drake's Chapter -5800pts
---- 18-5-3 ----
Member of the 642nd. "Even in death I serve the God Emporer"
Want awesome fluff? Go and read a little Dark Lord Seanron! |
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![[Post New]](/s/i/i.gif) 2010/01/13 23:44:44
Subject: Space Wolves Ard'boys list
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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Couple quick things on a glance:
-Lord needs an Invul
-TWC squad needs a shield or two and a T-hammer
-Your squad weapons on your GH's should be the same. mixing is never good.
-Smaller scout squad, maybe lose a few to gain melta bombs if you really want to take them.
-The WG unit is to big really w/to many pw's. With the wolfpriest your going to wipe any unit you hit in one round, leaving you standing there to be shot to pieces.
Just a few things I've noticed. I'm also not a huge fan of 1k of my points being in LR's but that seems a large part of the way you wanted the list to work so I won't even touch that.
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2010/01/14 00:41:47
Subject: Space Wolves Ard'boys list
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Executing Exarch
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Why one earth would you give your grey hunters 1 Flamer and 1 Melta?
When are you ever going to use them in the same turn? tactically it is far better to have separate squads with 2 of the same weapons.
Also Mech Vets, New Nids, and Dark Eldar are going to tear you a new one...
2 of those armies are going to be really common, I would suggest going back to the drawing board and creating a new list based on the meta game.
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![[Post New]](/s/i/i.gif) 2010/01/14 01:26:38
Subject: Re:Space Wolves Ard'boys list
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Towering Hierophant Bio-Titan
UK
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You have a quad land raider assault platform and your fielding an assault based army. Good! Now equip those assault troops accordingly & field them with effective weaponry. Forget about dual-special weapons. Your vehicles do-not have fire points but do have assault ramps, equip accordingly. Give the scout squads a purpose, one small meltabomb squad & one small dual power-weapon squad (with a wolfguard + power weapon) should suit fine. Grey hunters.. Try 9man Grey Hunters +Special ranged weapon of choice (Some melta/flamer) +Power fist +Mark of the wulfen +Banner Also include a Wolf Guard with a power fist + combi-melta Do this three times, with your three squads. Now field power/frost weapon heavily in the 6-man Wolfguard squad with perhaps 1-2 power-fists & lend them the support of the wolf priest. Lastly; Give the Thunderwolf cavalry the following upgrades; 1)Boltgun, 2)Plasma Pistol, 3) Storm shield, 4) Thunder hammer 5) Nothing & Give that Wolf Lord the Belt of Russ. That is all, hope it helps.
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This message was edited 1 time. Last update was at 2010/01/14 01:27:18
H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2010/01/14 04:09:43
Subject: Re:Space Wolves Ard'boys list
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Tough Tyrant Guard
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Personally you making your list to small and will be dealt with in short order. I would drop at least one LR in favor of a few rhinos to draw fire away from some of your other units and allow some units to follow in behind. Unless your trying to kp smack somebody. You can also split the unit into five man units, with five in a rhino and or a razor back with the flamer. Then put the other five with the melta gun inside of the LR. The points saved from the lr will give you points to gear up other sections of your list.
The other issue is the flamer melta gun combo. The melta gun cracks armour and you need to stack the unit so that it can then assault after the tank is killed.
Melta bomb the serg and or give him some assault gear.
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Biomass
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![[Post New]](/s/i/i.gif) 2010/01/14 12:00:36
Subject: Re:Space Wolves Ard'boys list
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Perfect Shot Dark Angels Predator Pilot
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I'd switch out a land raider for a drop pod. Put it with a grey hunter squad with 2 flamers. Drop it right near the enemy to distract them and assault if they survive. Use the points saved to get the upgrades the others have suggested.
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2,200 (18% Painted)
4,000 (94% Painted)
1,000 (74% Painted)
800 (7% painted)
222 Painted 147 Incomplete |
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![[Post New]](/s/i/i.gif) 2010/01/15 22:30:08
Subject: Space Wolves Ard'boys list
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Death-Dealing Devastator
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Hmm, you guys have given me alot to think about. I do need to go back to drawing board. The flamer melta combo on the GH's was meant so they could be used against tanks or large groups, but setting them at a single purpose would be better.
Got alot to do with the list so I will get back to you guys later.
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This message was edited 4 times. Last update was at 2010/01/15 23:28:10
Ebon Drake's Chapter -5800pts
---- 18-5-3 ----
Member of the 642nd. "Even in death I serve the God Emporer"
Want awesome fluff? Go and read a little Dark Lord Seanron! |
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![[Post New]](/s/i/i.gif) 2010/01/15 23:23:56
Subject: Re:Space Wolves Ard'boys list
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Towering Hierophant Bio-Titan
UK
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If you want flamer weapons, then fine, go grab two.. dont worry about anti-tank aslong as you dont discount the use of krak-grenades.
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2010/01/16 11:03:52
Subject: Space Wolves Ard'boys list
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Perfect Shot Dark Angels Predator Pilot
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The wolves and lord will draw a lot of firepower on them because there's nothing else to shoot at.
The 10 power weapons is excessive. Plama pistols are a waste of points in assault units. I've tested it and kept notes. I fire the plasma pistols once a game. It's better spent elsewhere.
The goal of an assaulting unit should always be to engage the enemy on your turn. Kill them in your opponents turn. That way they can't shoot at them and you are free to assault next turn. It is possible for an assault unit to be too powerful.
I'd make one of the grey hunters squads a defensive unit. There's usually an objective on your side of the field to hold. Put them there.
Melta bombs in scouts are great. Only draw back, the way the codex is worded you have to do the entire squad or none.
I'd get a pack of 10 Skyclaws. Use them as a screen for the cavalry. Move them just ahead of the cavalry. They take the hits instead of the cavalry. That way your cavalry will be free to hit at full strength.
Bikes would be your other choice of screening unit, but they are too expensive.
Put a few melta bombs with the cavalry too. You can put it on just a couple models there, which is good. Usually you don't need more than 2 to disable a vehicle.
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2,200 (18% Painted)
4,000 (94% Painted)
1,000 (74% Painted)
800 (7% painted)
222 Painted 147 Incomplete |
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