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![[Post New]](/s/i/i.gif) 2010/03/25 06:33:57
Subject: 1,000 Point Space Wolves list -- New Player
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Longtime Dakkanaut
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So, I just got into WH40k and this is my first attempt at a real army list. i have read around these and other forums and think i have the general idea, but i though i'd get some feedback.
I figured I'd start with a 1,000 point list to begin with while i get the hang of everything, and should play my first few games this weekend, though im not sure against what armies.
HQ:
Rune Priest:
Chooser of the Slain, Melta Bombs (points filler). Psychic Powers: Living lightning / Jaws of the World Wolf. -110
Elites:
Wolf Guard x3
All with Combi-Melta and Power fist. -129
Wolf Scouts x5:
1 w/ Melta. -90
Troops:
Grey Hunters x9:
1 W/ Melta, 1 W/ Power Fist, Rhino. -190
Grey Hunters x9:
1 W/ Melta, 1 W/ Power Fist, Rhino. -190
Grey Hunters x8:
1 W/ Melta, 1 W/ Power Fist, Rhino. -175
Heavy Support:
Long Fangs x6:
5 w/ Missile Launcher. -115
Total: 999
The Wolf Guard will go with the Grey Hunter Units, as will the Rune Priest.
I guess my basic game plan is to rush in with the rhinos and take things out with the Long fangs. The scouts would hopefully take out any armor i could get them close to.
My main questions are:
1. Are the Wolf Scouts worth it (since they might deploy in a place that is useless to me), or should i take standards/MoTW on the grey hunters, or a Predator with heavy bolters (as it might help draw some fire from my rhinos?).
2. Is LL/JoTWW a good choice for Rune Priest powers? What else would you suggest?
3. Should i have three units of Grey Hunters, or will two do the job just fine, giving me points for something else?
Thanks for any comments/ideas/advice.
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![[Post New]](/s/i/i.gif) 2010/03/25 07:12:03
Subject: 1,000 Point Space Wolves list -- New Player
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RogueSangre
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List as a whole looks pretty solid. I'll give you some pointers in a minute. 1. The Wolf Scouts as a tank hunter are definitely hit or miss, no doubt. I'd think they're worth it, so long as you think strategically with them. Infiltraiting them and a scout move is always a good way to get that melta in place to do some damage is always fun. I would only worry about having banners and MotW if that's how you want the army to play. You can do fine playing the Grey Hunters as ranged rather than melee units. 2. Those are fine, especially if you want the Rune Priest to do nothing more than add firepower to the Grey Hunters. 3. 3 units of Grey Hunters is fine. In 5th edition scoring units are very important, and a Space Wolves army needs a minimum of 3 troops choices to even be able to have a majority of objectives in a Seize Ground game. Now, I have some pointers, like I said. First, expect you opponent to concentrate alot of fire on those Long Fangs, as they're a very attractive target.However, you can use this to you advantage. You were smart enough to spread enough anti-vehicle firepower over the rest of the army. Present them as something your opponent wants to shoot at, and while they're getting pounded, mop up with your other units. Don;t despair at losing them, they're a good diversion. The second pointers would to maybe reconsider having the 3rd Grey Hunters. I don;t know how stuck on that Rune priest you are, and by no means are they bad, but 9 Bloodclaws plus a Wolf Guard and a Wolf Priest can make for a devastating melee shock unit. Just something to think about. Oh, and since you didn't make in introduction post, allow me to welcome you to Dakka.
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This message was edited 1 time. Last update was at 2010/03/25 07:13:31
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![[Post New]](/s/i/i.gif) 2010/03/25 07:28:55
Subject: Re:1,000 Point Space Wolves list -- New Player
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Longtime Dakkanaut
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Thanks,
Yeah, i thought about Bloodclaws, and i think i have the models for that to work. I suppose i would run them out on foot? Since a rhino only holds 10 units? or did you mean 8 BC, 1 Wg and Wolf Priest?
Either way I could take out one group of GH and do something like:
Wolf priest w/ runic armor and Melta bombs- 125
Bloodclaws x12.-180
or
Bloodclaws x8 w/ Rhino and have 30 points to play around with, probably on 3 Melta Bombs the WG and a power weapon on the BCs or something.
This would put me at 999 as well.
I guess I'll give it some thought.
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This message was edited 1 time. Last update was at 2010/03/25 07:29:55
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![[Post New]](/s/i/i.gif) 2010/03/25 07:36:06
Subject: 1,000 Point Space Wolves list -- New Player
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RogueSangre
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I meant 8 BC, Wolf Priest, Wolf Guard in a Rhino. Yeah.
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![[Post New]](/s/i/i.gif) 2010/03/25 09:02:34
Subject: Re:1,000 Point Space Wolves list -- New Player
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Long-Range Land Speeder Pilot
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I would recommend Blood Claws most highly. They need a WG to stay sane, but that Headstrong charge can really mess up most any unit (I even managed to bog down Belial and his Terminator friends for a couple of turns with 12 of them!)
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![[Post New]](/s/i/i.gif) 2010/03/28 18:03:34
Subject: Re:1,000 Point Space Wolves list -- New Player
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Food for a Giant Fenrisian Wolf
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Won't 6x Long Fangs (5xML) cost 140 points?
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![[Post New]](/s/i/i.gif) 2010/03/28 18:18:14
Subject: 1,000 Point Space Wolves list -- New Player
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Regular Dakkanaut
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"MoTW on the grey hunters" I put MotW on as many models as I can. It is the best. You don't waste special weapons on them. I enjoy the 1d6 + 1 attacks, Rending. It has always served it's purpose and my opponents dislike/fear the frenzy attacks.
"2. Is LL/JoTWW a good choice for Rune Priest powers?" I am not that good with psyker spells. I have used LL a lot. JotWW is best for low Init opponents, I had it work on eldar but fail aginst orks.
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"When you beat a Sisters of Battle army, All you have done is, Beat a bunch of Girls"
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![[Post New]](/s/i/i.gif) 2010/03/28 20:01:05
Subject: Re:1,000 Point Space Wolves list -- New Player
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Longtime Dakkanaut
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Yeah, i somehow was only doing the math for 5 Long Fangs, but i caught my mistake and fixed it, changing stuff around to have 6 for 140.
But, I played my first game yesterday using the 2GH and 1 BC+WP army against a player using the new Blood Angel codex, and beat him by 2 or 3 kill points; i don't really remember.
He mostly drop podded on top of me, which made my rhinos and scouts less useful then i had hoped, getting most of his kill points from my rhinos before I unloaded my troops ripped him to pieces.
The Blood claws were very useful, though all my wolf scouts end up doing was blowing up one drop pod, which in turn exploded and killed 1 scout and 4 grey hunters, and 2 of my enemy's marines. That was kind of annoying.
I think next time i might leave the wolf scouts out of it and give the GH MoTW and a Wolf Standard, since they did almost all their damage in the assault phase, and the scouts were just annoying.
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