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![[Post New]](/s/i/i.gif) 2010/03/30 05:23:05
Subject: Space Wolves Alpha Strike
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Secret Force Behind the Rise of the Tau
USA
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Essentially a wish list as I'm still tossing ideas around in my head. All infantry use drop pods to enter battle.
Logan Grimnar
Rune Priest, Chooser of the Slain
Wolf Guard, 2x PA with PF, 4x TDA (2 TH/SS, 2 WC)
Wolf Guard, 9x PA with Storm Bolters
Grey Hunters, 9x, 2 Meltagun (Wolf Guard Leader)
Grey Hunters, 9x, 2 Meltagun (Wolf Guard Leader)
Long Fangs, 3x ML, 2x LC
4x Drop Pods
My only real concern with wolves is that I'd see myself having trouble with my eternal nemesis; anything with AV greater than 12. For some odd reason such things have me as prefered enemy, and all my las canons and MM miss. And thats when I'm spamming such things. Also kind of concerned Logan is a bit much for the list, though I could always swap his terminator buddies for some PA guys with PW. My alternative list is:
Rune Priest, Chooser of the Slain
Wolf Guard, 3x PA with PF
Wolf Guard, 9x Power Weapons
Wolf Guard, 10x PA with Storm Bolters, TH in the squad
Grey Hunters, 9x, 2 Plasma Rifle (Wolf Guard Leader)
Grey Hunters, 9x, 2 Meltagun (Wolf Guard Leader)
Grey Hunters, 9x, 2 Meltagun (Wolf Guard Leader)
Long Fangs, 3x ML, 2x LC
Long Fangs, 3x ML, 2x LC
5x Drop Pods
This one has me liking more fire power from the long fangs and more GH's, but those Wolf Guard with power weapons aren't as tough as Termies. Maybe cut the size of the unit in half and add Storm Shields for the invul save and get a sweeping advance. Probably have a few left over points.
Outside the game I find myself wondering how the heck I'm going to transport four to five drop pods -.-
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This message was edited 1 time. Last update was at 2010/03/30 05:55:38
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![[Post New]](/s/i/i.gif) 2010/03/30 05:54:05
Subject: Space Wolves Alpha Strike
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Mutilatin' Mad Dok
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I dont have much comment on the list, aside from the fact that your multi melta options arent legal for numerous reasons, and if you meant melta gun, I dont think characters added to the squad give you the access to the second one.
Im writing to say that I have had a great time dealing with Army Transport, one of dakkas sponsors. They make a quality product and will be able to assist you in your transportation quandary. If that route proves economically unfeasible, you could always line a cardboard box with packing foam, and section off five drop pod shaped compartments. Ive seen it done with varying degrees of success. I will warn you to stay away from packing peanuts and cotton balls, as they are both messy and, believe it or not, some people are phobic of them.
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![[Post New]](/s/i/i.gif) 2010/03/30 05:56:22
Subject: Space Wolves Alpha Strike
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Secret Force Behind the Rise of the Tau
USA
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Elnicko5 wrote:I dont have much comment on the list, aside from the fact that your multi melta options arent legal for numerous reasons, and if you meant melta gun, I dont think characters added to the squad give you the access to the second one.
I meant meltagun, and I forgot about that for every five clause. Go me. I'll be back later XD. Automatically Appended Next Post: Okay. Now that the silliness that is me adjusting to new rules is out of the way, same thing more or less. Just remove the wolf guard and put a tenth man in the grey hunters squads.
Logan Grimnar
Rune Priest, Chooser of the Slain
Wolf Guard, 4x TDA (2 TH/ SS, 2 WC)
Wolf Guard, 9x PA with Storm Bolters
Grey Hunters, 10x, 2 Meltagun
Grey Hunters, 10x, 2 Meltagun
Long Fangs, 3x ML, 2x LC
4x Drop Pods
and
Rune Priest, Chooser of the Slain
Wolf Guard, 8x Power Weapons
Wolf Guard, 10x PA with Storm Bolters, TH in the squad
Grey Hunters, 10x, 2 Plasma Rifle
Grey Hunters, 10x, 2 Meltagun
Grey Hunters, 10x, 2 Meltagun
Long Fangs, 3x ML, 2x LC
Long Fangs, 3x ML, 2x LC
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This message was edited 1 time. Last update was at 2010/03/30 06:07:57
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![[Post New]](/s/i/i.gif) 2010/03/30 06:09:10
Subject: Re:Space Wolves Alpha Strike
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Boom! Leman Russ Commander
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Drop Pod armies are dead. Most top opponents keep everything in reserve, so your first strike is useless. With short range weaponry and footsloggers, a fast Mechdar or even rhino/chim army will keep away from you.
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.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. |
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![[Post New]](/s/i/i.gif) 2010/03/30 06:13:47
Subject: Re:Space Wolves Alpha Strike
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Secret Force Behind the Rise of the Tau
USA
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General Hobbs wrote:
Drop Pod armies are dead. Most top opponents keep everything in reserve, so your first strike is useless. With short range weaponry and footsloggers, a fast Mechdar or even rhino/chim army will keep away from you.
So there's no way to get around it? ANd here I was hoping to reenact Starship Troopers XD. Oh well. On the bright side I still have like, four Rhinos laying around, and the points cost is the same.
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![[Post New]](/s/i/i.gif) 2010/03/30 10:49:28
Subject: Re:Space Wolves Alpha Strike
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Fresh-Faced New User
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General Hobbs wrote:
Drop Pod armies are dead. Most top opponents keep everything in reserve, so your first strike is useless. With short range weaponry and footsloggers, a fast Mechdar or even rhino/chim army will keep away from you.
I usually go with 5 drop pods so 3 arrive on turn 1, if my opponent puts everything in reserve I drop 2 empty pods since I usually put my long fangs on the table from the start and 1 drop pod with shooty-wannabe-terminators on a objective or other point of interest thus making my 2 melee-ish drop pods (one with logan and one with arjac) come on turn 2+ so their whole "reserve everything" plan foils unless Im really unlucky with the reserve rolls.
Saying that drop pod armies are dead based just on that fact isn't really helping since there are ways to go around it, you just have to plan abit for it :F
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![[Post New]](/s/i/i.gif) 2010/03/31 06:40:13
Subject: Re:Space Wolves Alpha Strike
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Mutilatin' Mad Dok
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So I am going to comment on your list.
General Hobbs wrote:
Drop Pod armies are dead. Most top opponents keep everything in reserve, so your first strike is useless. With short range weaponry and footsloggers, a fast Mechdar or even rhino/chim army will keep away from you.
All Drop Armies aren't as dead as you would think. Why does it matter if your enemy can stay away from you in objective games? Or in kill point games for that matter? You lack mobility once you hit the ground, sure, but the concept of a podding army isn't dead because of that- A podding army that relies on CC is. I am aware there is a large argument for both sides of this, Mech vs. Pod, and it is probably best not to rehash this here. I will submit that most competitive players do play mech, but this does not mean it is the supreme army build. If one was going to build a podding army, I have been told that SW are the army to do it with.
That said, I dont like this build for a podding army, but it is hard to tell without knowing what point value it is being played at. The successful pod lists drop 2+ dreads first turn and troops to back them up, hold objectives, and make a mess of things otherwise, in reserve. Definitely with long fangs on the ground and wolf scouts to outflank with melta guns. These are just things I have seen work, you really ought to play test it a bit to see what you like.
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