Switch Theme:

Seeking Tactical advice..  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Neophyte Undergoing Surgeries





Ok, I learned a big lesson last night, something I took for granted as normally I am a Ultramarines player.

I lack being able become combat squads now that I am making the leap over to Space Wolves. If I am unable to Combat Squad my troops, I learned that Space Wolves, who are very independent character/unit based, make for very concentrated return fire and assaults on me. I need to make as many targets as possible for my opponent to attack.

So, that being said.. for a standard 1500 pt game for example, would it be a good idea to load up on smaller squads of grey hunters, 5-8 guys with extra special weps, maybe a few squads of Blood Claws. Maybe get 4+ troop choices?

I made the mistake of taking just 3 squads of units last night and two vehicles (14 man, 10 man, and 5 man squads), with a bunch of attached characters spread through out, and they ended up being massive magnets for return fire.


Comments, suggestions?


ShotGun Jolly  
   
Made in us
Lord Commander in a Plush Chair






I use 6 min Grey hunters in Razorbacks for my Wolf list each with an attached WG or IC(4 WG w/sb+th, 1 Wolf Lord, 1 Battle Leader) This gives me excellent target Saturation, and the turn I disembark I get to shoot 10 bolter shots with any wolf Guard Squad along with the squad Special weapon. Then if the unit i just fired at is not falling back from casualties and assaults me I get to roll for Counter attack and hit them with an avalanch of CC attacks(each squad has a Mark of the wolfen, Wolf standard, and a Power Fist).

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd take 3 full GH units in Rhinos. They can form the backbone of any SW army at the 1500 pt level.
Don't go overboard with characters. Better spend most of the points for fire support.

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
Ragin' Ork Dreadnought




Monarchy of TBD

Resisting the lure of the quad HQ is the path to success for a SW player. If you end up with 500 points in HQs, which is horribly easy to do, then you may not have enough army left to beat your opponent. I believe the notion from the last codex was 1 HQ per 500 points, which works fairly well. So at 1500, don't exceed 3. 2 HQs is probably more appropriate.

Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.

 
   
Made in ca
Neophyte Undergoing Surgeries





wuestenfux wrote:Well, I'd take 3 full GH units in Rhinos. They can form the backbone of any SW army at the 1500 pt level.
Don't go overboard with characters. Better spend most of the points for fire support.


Gitzbitah wrote:Resisting the lure of the quad HQ is the path to success for a SW player. If you end up with 500 points in HQs, which is horribly easy to do, then you may not have enough army left to beat your opponent. I believe the notion from the last codex was 1 HQ per 500 points, which works fairly well. So at 1500, don't exceed 3. 2 HQs is probably more appropriate.



And this was the mistake that I learned.. 4 HQs and not enough troopers...

ShotGun Jolly  
   
Made in gb
Steadfast Grey Hunter





Somerset, England

Yeah, definately avoid the 4 HQs...
I run my troopss as 3 nine-man packs of Grey Hunters in Rhinos, with WGPLs w/PF and combi-melta, and the squads have a meltagun, Wolf Standard (Do not underestimate these, they have saved me on more than several occasions), Mark of the Wulfen, and a PF. Forms a strong backbone which is good to hold the midfield with. I then have a squad of ML armed LFs, 'cos they're awesome, then a couple of Lone Wolves to tie up shooty squads (remember, shoot the choppy stuff, chop the shooty stuff ), and a rune priest (He replaces a GH in one squad, so as to make room in the rhino)
Hope that helps

"There's too much blood in my caffeine system!!"
Students around the world 
   
 
Forum Index » 40K General Discussion
Go to: