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Made in us
Raging Ravener




Ohio

Storm Caller, if it protects my vehicles, might be worth taking over Living Lightning?

I'm thinking so.

 
   
Made in us
Agile Revenant Titan




Florida

I'd not worry about Storm Caller to get a 5+ on vehicles as it's pretty easy to get half or more of your vehicles cover saves on first turn. After first turn, you can strategize how to utilize Smoke Launchers and Rhino walls to ensure everything gets a cover save. If you get first turn, it's simple to get every Rhino a cover save.

The one unit that seems a bit expensive is the Wolf Guard. I see the usefulness, but they look to be a turn one alpha strike that will get a relentless return fire. While the Rune Priest is a good character, he is a mediocre assault character.

Dropping some of the points in the Wolf Guard can afford you Land Speeders for another real threat unit that isn't horribly expensive.

No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
Raging Ravener




Ohio

I don't plan on putting my wolf guard in the forefront of enemy fire if I can help it. (or are you talking about a drop pod full of wolf guard with special CCWs?)

I had this idea though;

(-3) Current free points

(-20) Drop the heavy flamers from the dreads;

(+18) Add a wolf guard to the wolf guard unit

(+5) Add one more combi-weapon and re-arrange the assortment of them. Probably to 5x melta, 2x plasma, 1x flamer.

Then deploy one wolf guard with a combi-melta with each unit of long fangs to get them up to 7 models. Extra wounds + protection against vehicles if they need it. Or I could drop a number of combi weapons and use the points somewhere else?

This message was edited 1 time. Last update was at 2010/02/12 15:59:31


 
   
Made in us
Crazed Troll Slayer




Bohemia, NY

Using WG as a shooting unit is a waste inless you use a high number of storm bolters but in the end they should still have the objective to assault the only things wolf guard have over GH's is Combi's and stormbolters. If you use a drop pod dont load them out with WG with ccw's (PF's, PW's FB's) they'll get wiped out the first turn your drop unit is meant to die in my experiences the whole army will turn to kill it they are used to distract the opponent (This applies to dreads to as most enemies have massed melta-guns). Dont drop WG inless they are meant for shooting and with a Runepriest who has storm caller then they may live and be useful next turn. Also podding the Rune priest allows him to really hurt psychers so i can see the plus of doing that but you still have a high likely hood of being maul after the drop. I dont know why 7 models is better then 6 your'll still have to lose two for a test so i dont see the strength in that and if something gets that close i doubt a normal melta shot will be able to stop it from the WG in the LF's. Your gonna want to keep those Hvy Flamers on the Dreads they are excellent weapons against a huge range of opponents.

Your list is interesting alot of LF's have you played this list out yet can they all get clear fields of fire? If they all cant get good range of fire then maybe drop some LF's and use land speeder typhoons they are very good and mobile missile platforms.

But on paper this is a solid list no doubt im just wondering how well it plays.

 
   
Made in us
Raging Ravener




Ohio

New list ideas;

(105) Rune Priest - JotWW, Living Lightning, Melta Bombs

(190) 10 Grey Hunters - 2x Meltagun, Rhino

(190) 10 Grey Hunters - 2x Meltagun, Rhino

(190) 10 Grey Hunters - 2x Meltagun, Rhino

(190) 10 Grey Hunters - 2x Meltagun, Rhino

(175) 9 Grey Hunters - Meltagun, Rhino

(54) 3 Wolf Guard

(150) Dreadnought - Heavy Flamer, Assault Cannon, Dreadnought CCW, Drop Pod

(150) Dreadnought - Heavy Flamer, Assault Cannon, Dreadnought CCW, Drop Pod

(140) 6 Long Fangs, 5 Missile Launchers, Squad Leader

(140) 6 Long Fangs, 5 Missile Launchers, Squad Leader

(175) 6 Long Fangs, 5 Missile Launchers, Squad Leader, Drop Pod.
-----------------
1849

The Rune Priest rides with the squad of 9 Grey Hunters.
The 3 wolf guard join a unit of Long Fangs each.
The Long Fangs' Drop pod is fired empty to let the Dreads come down as a pair.

Other Idea:

(100) Rune Priest - JotWW, Living Lightning

(205) 10 Grey Hunters - 2x Meltagun, MotW, Rhino,

(205) 10 Grey Hunters - 2x Meltagun, MotW, Rhino

(205) 10 Grey Hunters - 2x Meltagun, MotW, Rhino

(185) 9 Grey Hunters - Flamer, MotW, Rhino

(150) Dreadnought - Heavy Flamer, Assault Cannon, Dreadnought CCW, Drop Pod

(150) Dreadnought - Heavy Flamer, Assault Cannon, Dreadnought CCW, Drop Pod

(150) Dreadnought - Heavy Flamer, Assault Cannon, Dreadnought CCW, Drop Pod

(140) 6 Long Fangs, 5 Missile Launchers, Squad Leader

(175) 6 Long Fangs, 5 Missile Launchers, Squad Leader, Razorback

(175) 6 Long Fangs, 5 Missile Launchers, Squad Leader, Razorback
-----------------
1850

This message was edited 4 times. Last update was at 2010/02/12 22:39:02


 
   
Made in us
Crazed Troll Slayer




Bohemia, NY

Ok well i have a few questions what is the point of the WG in the LF just to be a extra wound? are the armed with anything if not make one a termie and give him a typhoon ML maybe increase your missiles not a favorite of mine but may work? Also your GH's they have almost no way to win a combat and they are close range Fire support from your build (the 2 melta guns) if you want to use WG as pack leaders you may want to use them in the GH's but you will lose the 2 meltas (yourll have one which isnt bad) but i would say your'll have to arm the WG with a PF or TH to make up for it. The other thing you can do to give your GH's a better chance to win a cc is by giving them MotW (the MotW option is my favorite cheap and can be highly effective). Also use CotS can make all the difference for living lighting your'll need 2+ and 2+ to hit and wound on most models.

Now for your second list alot of the above still applies but the razorbacks i just think are a waste of points, 40 pts for a TL Hvy bolter and for a LF pack idk about that. Why not use 2 drop pods instead so you have 5 pods and then all 3 of the dreads can come down. Also on your dread's pods look into Deathwing Launchers its a great tactic and really causes issues for horde armies also allows your dread to hopefully not get swarmed by orcs with PK's. now i know thats 60 pts but if you cant find it you do have your Hvy Flamer and Assault cannons to deal death to hordes.

2nd list much more solid imo. And would be more fun i like dreads so i always support their use .

 
   
Made in us
Stern Iron Priest with Thrall Bodyguard





Atlanta, Ga

I'm leaning heavily to the second list for several reasons:

1) You're maximizing on the Dreadnought Drop Pod Assault
2) You have quite a bit more fire power
3) Your Grey Hunters can actually fight back decently

Personally, if I was to run this list, that is the route I would take. Many will say you should take Multi-Meltas but I say that is just suiciding your Dreadnoughts and I doubt anything is going to stand up to 15 Missiles and 3 Assault Cannons. If it does, then a Multi-Melta isn't going to do diddly for you.


"United States Marine Corps: When it absolutely and positively has to be destroyed overnight"


"If all else fails, empty the magazine" 
   
Made in us
Crazed Troll Slayer




Bohemia, NY

Ill have to disagree with Unholy on this i would like to see one dread with a MM mainly for LR's and its many brothers a MM will make all the difference if within 12 inches. A smart player will constantly move their vechs so your dreads dont mulch the vech into nothingness in cc and one MM can cause that LR to go boom and cause its cargo (usually a unit you want to kill) to come rolling out and then gives you a turn to shoot at it.

Also a note multiple LR's are common now these days relying on your GH's to kill them may be fool hearty.

This message was edited 1 time. Last update was at 2010/02/12 19:19:20


 
   
Made in us
Wolf Guard Bodyguard in Terminator Armor







FoeHammer wrote:Ill have to disagree with Unholy on this i would like to see one dread with a MM mainly for LR's and its many brothers a MM will make all the difference if within 12 inches. A smart player will constantly move their vechs so your dreads dont mulch the vech into nothingness in cc and one MM can cause that LR to go boom and cause its cargo (usually a unit you want to kill) to come rolling out and then gives you a turn to shoot at it.

Also a note multiple LR's are common now these days relying on your GH's to kill them may be fool hearty.


although an assault cannon is not as good as a multimelta vs AV14 within 12", it is better at ranges over 12" In fact its even better than a Lascannon at ranges less than 24".

One thing I might consider is swapping out the MOTWs in the grey hunter units for the Banners of win

rerolling all 1's is a MASSIVE boost in combat, it gives you a boost on any dangerous/difficult terrain tests, a boost to hit, a boost to wound, a boost to your armor saves, and a boost to sweeping advance rolls that were fluffed. all for 10 points.

yes, it only functions for 1 turn, but a unit that wins the first round of combat tends to either win big and wipe the enemy, or cripple them enough that they proceed to win in round 2 or 3 of combat.

If you want to make your Grey Hunters really dangerous in combat drop a razorback and use the points to buy the banners.

then you can also reroll a 1 on the number of MOTW attacks too....

THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
DA:80-S+++G+++M++++B++I+Pw40k97#+D++++A++++/fWD199R+++T(S)DM+  
   
Made in us
Crazed Troll Slayer




Bohemia, NY

Im more worried about a AV of 14 he has almost nothing to deal with it inless hes in 6 inches and gets his GH's up to it (And his MM should be able to get with in 12' as hes dropping it) Now true he could get rending on his Assualt cannon and get all 6's to get a piercing value of AV 15. And as for the Banners they are a toss up and lack the major cc abilities that the MotW can have now if you used both in a unit i may have to support that. But on its own i just dont see how itll instant win a combat on those re-rolls of ones your not guaranteed a hit. Heres the math...

10 Grey Hunters with Banner
Im assuming they are charging and going first in CC giving you max use of the Banner.
(Im using a 4+ to hit and a 4+ to wound)

30/2= 15
(Statistically you’ll get 5 ones)
5/.5=2.5

15+2.5=
17.5 hits

17.5/.5= 8.75
(Statistically you’ll get 2.91 ones)
2.91/.5= 1.45 (this is the gain from the banner)

So using the Banner and if you charge and go first[i][b] you increase your wounding by 1.45.

now true ill state the other things you get for a turn re-roll sweeping advance of ones, and terrain tests of ones.
Now if you have MotW then ill say i can see why you are using it may make the difference for the rending rule for that turn. Now this is stats and true you may have the luck of the great wolf and all your misses will be a 1 and on that reroll all will be made, but more then likely this is the outcome. Before saves of course. Now for 10 pts it isnt bad even with out MotW but as for a game changing item i just dont see it. I would rather take that 10 pts with 5 more and put in MotW and have a toss up of a chance to demolish my opponent. Neither are a answer to a PFing WG imo but MotW has more potential to win a cc i think. Hell you may get luckly with the MotW and eat up a MC or a IC.

This message was edited 1 time. Last update was at 2010/02/12 20:10:53


 
   
Made in us
Wolf Guard Bodyguard in Terminator Armor







FoeHammer wrote:Im more worried about a AV of 14 he has almost nothing to deal with it inless hes in 6 inches and gets his GH's up to it (And his MM should be able to get with in 12' as hes dropping it) Now true he could get rending on his Assualt cannon and get all 6's to get a piercing value of AV 15. And as for the Banners they are a toss up and lack the major cc abilities that the MotW can have now if you used both in a unit i may have to support that. But on its own i just dont see how itll instant win a combat on those re-rolls of ones your not guaranteed a hit. Heres the math...

10 Grey Hunters with Banner
Im assuming they are charging and going first in CC giving you max use of the Banner.
(Im using a 4+ to hit and a 4+ to wound)

30/2= 15
(Statistically you’ll get 5 ones)
5/.5=2.5

15+2.5=
17.5 hits

17.5/.5= 8.75
(Statistically you’ll get 2.91 ones)
2.91/.5= 1.45 (this is the gain from the banner)

So using the Banner and if you charge and go first[i][b] you increase your wounding by 1.45.

now true ill state the other things you get for a turn re-roll sweeping advance of ones, and terrain tests of ones.
Now if you have MotW then ill say i can see why you are using it may make the difference for the rending rule for that turn. Now this is stats and true you may have the luck of the great wolf and all your misses will be a 1 and on that reroll all will be made, but more then likely this is the outcome. Before saves of course. Now for 10 pts it isnt bad even with out MotW but as for a game changing item i just dont see it. I would rather take that 10 pts with 5 more and put in MotW and have a toss up of a chance to demolish my opponent. Neither are a answer to a PFing WG imo but MotW has more potential to win a cc i think. Hell you may get luckly with the MotW and eat up a MC or a IC.


so it gives you on average 1+ wounds on its use, AND it takes your 3+ armor save and makes it pretty damn close to being a 2+ save: consider a round of combat vs 30 ork slugga/choppa boys with a PK nob....

you assault in with banner used, 9 grey hunters get 3 attacks each, with 1 getting d6+2, averaging the D6 roll when you include rerolling the 1 will net you about a 4
# of swings 9x3= 27
swings turn into hits 27/2= 13.5
how many misses were 1s 13.5/3= 4.5
how many rerolled 1s turned back into hits 4.5/2=2.25
total number of hits 13.5+2.25=15.75
how many hits turned into wounds 15.75/2=7.875
how many misses were 1s 7.875/3=2.625
how many 1s turned back into wounds 2.625/2=1.3125
total number of wounds 7.875+1.3125=9.1875
how many boys save 9.1875/6=1.53125
how many boys are killed 9.1875-1.53125=7.65625
round up to 8
how many MOTW attacks, (average 4 with rerolled 1 on the D6)+2=6
how many hits 6/2=3
how many misses were 1s 3/3=1
how many rerolls turn back into hits 1/2=0.5
total hits 3+0.5=3.5
number of wounds 3.5/2= 1.75
number of failed wounds that were 1s 1.75/3=.58333
number of 1s turned back into wounds .58333/2=.291666
total number of wounds 1.75+.291666=2.041666
round down to 2
10 wounds, orks make 1 save (when you wash between the difference of a rend and the extra save

9 orks dead before they swing, they hit back...
number of swings 3x20=60
number of hits 60/2=30
number of wounds 30/3=10
marines take saves 10/3= 3.333
number of 1's on the save rolls 3.333/2=1.666
rerolled 1s that fail to turn back into saves 1.666/3=.555
total number of failed saves 2.222

Powerclaw swings
3 swings
1.5 hits
1.25 wounds
1.25 dead

total wounds dealt from both sides
ORKS dealt:~3
Marines dealt ~9
orks lose by 6, and 5 more die from fearless saves

So you not only killed approx 2 more orks (12 points, already made its points back) but you also saved the life of a marine, (15 more points) AND spread the kill-gap by an extra 3, causing a likely 3 more wounds (18 more points)


THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
DA:80-S+++G+++M++++B++I+Pw40k97#+D++++A++++/fWD199R+++T(S)DM+  
   
Made in us
Stern Iron Priest with Thrall Bodyguard





Atlanta, Ga

One of my biggest issues with the Wolf Standard is that you have to announce it THE TURN BEFORE IT IS USED. Sure it adds a significant amount of power to not only the ability of your assaults but also increases the survivability of your Grey Hunters, you still give it away to your opponent which can see them moving in a way to avoid your assault or for them to renew their efforts for destroying your unit.

Now with regards to the Multi-Melta, I will say this: It is murderously effective at range and if you're that close you may as well; however, with 15 Missile Launchers and 3 Assault Cannons, the odds are stacked up against ANY form of armor out there. I won't do the math but experience has told me enough that a single Multi-Melta shot is trumped by torrents of fire. This is especially true for someone looking to do an "All Comers" list (i.e. what are 3 Multi Meltas going to do against 120 Boyz of which several have Power Klaws?). Now will I say that none of the Dreadnoughts should have the weapon? No, because it has its strengths. I will just say that in an overall aspect the Assault Cannon is far more effective.


"United States Marine Corps: When it absolutely and positively has to be destroyed overnight"


"If all else fails, empty the magazine" 
   
Made in us
Wolf Guard Bodyguard in Terminator Armor







Unholy_Martyr wrote:One of my biggest issues with the Wolf Standard is that you have to announce it THE TURN BEFORE IT IS USED.


Not quite true.

It needs to be announced that you are using it before the assault phase that you want to use it, so you use it in your own shooting phase after you wreck their transport before assaulting in, or if they wreck your transport in their shooting phase and you suspect they will assault you then you use it. If they dont assault you because you used it then GREAT; dakka them down and assault them yourself on your turn.

This message was edited 1 time. Last update was at 2010/02/12 21:00:08


THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
DA:80-S+++G+++M++++B++I+Pw40k97#+D++++A++++/fWD199R+++T(S)DM+  
   
Made in us
Stern Iron Priest with Thrall Bodyguard





Atlanta, Ga

As written the rule is very vague as to the timing of the announcement of the use of the Standard, in my gaming group we've understood it to be the next Assault Phase (i.e. not the Assault Phase after the Current Shooting Phase), this could sway how desirable it would be to give your units standards.

Granted, a Razorback could give you 4 Wolf Standards, the Standard is a 1 trick pony; on the other hand, a Razorback does several things for you:

1) Gives you the ability to harass light armored opponents in addition to your other firepower.
2) Can do late game contesting of Objectives.
3) Can act as a speed bump to both assaulting and outflanking units
4) Can act as a GTFO option for your Long Fangs and allow them to reposition for better fields of fire


"United States Marine Corps: When it absolutely and positively has to be destroyed overnight"


"If all else fails, empty the magazine" 
   
Made in us
Wolf Guard Bodyguard in Terminator Armor







Unholy_Martyr wrote:As written the rule is very vague as to the timing of the announcement of the use of the Standard, in my gaming group we've understood it to be the next Assault Phase (i.e. not the Assault Phase after the Current Shooting Phase), this could sway how desirable it would be to give your units standards.

Granted, a Razorback could give you 4 Wolf Standards, the Standard is a 1 trick pony; on the other hand, a Razorback does several things for you:

1) Gives you the ability to harass light armored opponents in addition to your other firepower.
2) Can do late game contesting of Objectives.
3) Can act as a speed bump to both assaulting and outflanking units
4) Can act as a GTFO option for your Long Fangs and allow them to reposition for better fields of fire


Im sorry, I dont think the writting of it is vague at all, and IMO I think your gaming group is playing it wrong. I think most tournament organizers would agree with me here.

But the razorback is also just an extra heavy bolter, which will at most cause a few plinked wounds here and there, at worst it will do nothing and hand over an extra killpoint.

the Banners on the other hand make Grey Hunters a vaulable assault unit, especially when paired with MOTW. They are not trump-card nob bikers, bloodcrushers, or TWC, but they become better than MOST other units in CC.

also, if you have to reposition your long fangs that is at least 2 turns of no fire, 2 turns which is about 1/3rd of the entire game, not an ideal situation. Also, if you instead leave a unit of Grey Hunters with banner+mark as a counter-charge unit to protect your longfangs, when units like stormboys come to assault you, your grey hunters can accept the charge and still win combat.

THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
DA:80-S+++G+++M++++B++I+Pw40k97#+D++++A++++/fWD199R+++T(S)DM+  
   
Made in us
Crazed Troll Slayer




Bohemia, NY

@Demogerg, Your assuming your fighting orcs now the math would be different if you fought a MEQ and also i may say take the banner if your using the MotW but if you take the Banner over the MotW then i just think thats a bad choice the banner is 5 pts less and is a one time use but the MotW is in the game for all 5-7 turns so you see what im saying. Now if you have the extra pts go for it but using the banner without anything is foolish. That 1.45 extra wounds isnt that big as you would of won anyways. And your assuming your charging the orcs now had the orcs charged that 30/3 becomes a 30/2 5 more wounds is almost two less marines for you. We can play unit for unit games hell even throw in a Wraithlord and see you lose combat with the banner but with the MotW you have a chance to kill the Wraithlord (small yes but a chance lol ). Im not saying either is a real good choice as i said before but its the ability to kill MC's i really want since we lack captains with PF's im not so afraid of ork mobz as ill pick off a few before we go into cc. As to the use of the Banner it says next assault phase so i assume you announce in the Assault phase it may be in the FAQ ill check after i post. Not my main issue its that a banner by itself is not that good without MotW i can see why you use it im unsure if i would but i can see why you do. As that D6 dice roll can also be re-rolled in the assualt phase possibly making a 1+2 attacks to a 6+2 attacks. You may of convinced me of using it lol just over that but never over a MotW upgrade.

As to the Dread im saying using one MM on one Dread it'll give you more versatility and your opponent will more then likely go for it if they have a av 14 on the table and arent Necrons. But if they have a AV 14 LR out there its gonna cause carnage to this list and if its well protected by squads with melta's its even worse for the dread (basically has to keep distance and eat LR lascannons) but that one MM Dread can change that the first turn. But if you Drop a MM dread on top of it your'll be within 12' and give it a good knock. Im just saying its a big gap to over look and inless you intend to fire loads of ML maybe even all 3 squads to halt one LR's advance i mean 15 ML's have a mere 1.675 chance of a glancing hit the best it can do. But if the MM hits the LR its almost as good as gone. Just saying maybe taking 3 assault cannons is limiting your versatility if i was using my LR against this list ill smile knowing that my LR is prop gonna live, kill some dreads and drop off its pay load (When i use a LR its the payload that matters the most the LR is a important transport). But any dread is good as even the Assault cannon dread will force the LR/monolith to move in-less they think that AV of 14 can absorb 3 s 10 hits. But for my reasons above i would use one MM dread since it is useful.

Just my rational.

This message was edited 1 time. Last update was at 2010/02/12 22:06:22


 
   
Made in us
Raging Ravener




Ohio

Thanks for all the input!

I'm updating the OP with the 2nd list, swapping a MM in for one the Assault Cannon on one of the dreads.

A couple things I'm not sure about:

Heavy Flamers on the Assault Cannon Dreads? Worth the 10 points?

If I cut one of the razorbacks, I can spend those 40 points to give the other razorback a TL Lascannon, plus upgrade the flamer in the Grey Hunters squad to a Meltagun. 1x TL Lascannon better than 2x TL Heavy Bolters. An upgrade? It would be another out for AV 14, and give me a much higher chance of taking down a monolith.

 
   
Made in us
Crazed Troll Slayer




Bohemia, NY

Im not a big fan of the razorbacks at all but a TL-Lascannon razorback is a way to go im unsure if ill do it cause if the opponent goes first that's gonna be a big target and its 75 pts i would keep the hvy flamers on all the Dreads just to vita,l hits alot of guys with s5 ap4 pretty nasty. Im still unsure if your LF's will be able to have a good field of fire with all this out there. Its really your call on the razorbacks you have alot of anti-vech and anti-horde imo its just your AV 14 pen im worried about and you can always hide the razorback just got to keep it within 2' of the LF pack that its a transport for. But is a solid list only thing that will give you a good run is a vulkan list (which is a hassle to everyone) and a heavy land raider list.

Did you really read all that we wrote lol alot to read whipping out the data like we did, hope it helped you and didnt confuse you.

 
   
Made in us
Raging Ravener




Ohio

I'm familiar with most of the mathhammer already.

The Razorback doesn't need to be within 2" of the Long Fangs, IIRC.

I was asking for input about them, because I'm not sure which is better. As far as fielding all armies, I should have sufficient anti-horde with the triple heavy flamers and dual assault cannons on the dreads, and the ability to shoot 15 frag missiles, plus any bolter fire I want to engage in. A TL Lascannon with mobility, especially if I keep it hull down as often as possible, adds significantly to my ability to pop important high armor targets (and is pretty much my only out against monoliths besides the dreads in CC)

This message was edited 1 time. Last update was at 2010/02/20 08:41:38


 
   
Made in us
Raging Ravener




Ohio

Update:

I don't currently own any dreads, and so the thought of running this army without any begs to be attempted:

Here is how I would do it, I think;


(105) Rune Priest - JotWW, Storm Caller, Melta Bombs; Leads Grey Hunters

(100) Rune Priest - JotWW, Living Lightning; Leads Grey Hunters

(200) 5 Wolf Guard, Razorback with Lascannon, Plasma Gun
#1 Combi-Melta, Combi-Plasma; Leads Grey Hunters
#2 Combi-Melta, Combi-Plasma; Leads Grey Hunters
#3 Combi-Plasma; Leads Long Fangs
#4 Combi-Plasma; Leads Long Fangs
#5 Combi-Plasma; Leads Long Fangs

(200) 9 Grey Hunters - Meltagun, MotW, Wolf Standard, Rhino

(200) 9 Grey Hunters - Meltagun, MotW, Wolf Standard, Rhino

(200) 9 Grey Hunters - Meltagun, MotW, Wolf Standard, Rhino

(200) 9 Grey Hunters - Meltagun, MotW, Wolf Standard, Rhino

(215) 6 Long Fangs, 5 Missile Launchers, Squad Leader, Razorback with Lascannon, Plasma Gun

(215) 6 Long Fangs, 5 Missile Launchers, Squad Leader, Razorback with Lascannon, Plasma Gun

(215) 6 Long Fangs, 5 Missile Launchers, Squad Leader, Razorback with Lascannon, Plasma Gun
-------------------
1850


Pros:
Better Leadership for all squads
More Durable Long Fangs
Better in CC everywhere
Double JotWW
More Lascannons
Better Psychic Hood Coverage
Less Kill Points (replace 3 dreads + 3 Drop Pods with 3 razorbacks and a commander)

Cons:
No Drop Pod Dreads to solve problems
Razorbacks become more significant targets of Anti Armor Fire
Less ability to deal with AV 14
Razorbacks can no longer transport Long Fangs (emergencies only anyhow)

Thoughts on this list? Better/Worse than my other list?

This message was edited 4 times. Last update was at 2010/02/20 20:55:28


 
   
Made in us
Crazed Troll Slayer




Bohemia, NY

If your gonna be using WGPL's you need to give them PF's or TH's imo, just to take one for the combi-plasma isnt worth it imo. To maximize the WGPL's abilities use him in a CC role. Other then that the list isnt bad has some weakness but you seem to know that. Just dont let a enemy exploit it and your'll do fine.

 
   
Made in us
Raging Ravener




Ohio

I mean, what is better, a PF on two of the squads, or all 4 squads having a Wolf Standard?

 
   
Made in us
Crazed Troll Slayer




Bohemia, NY

Its really up to you but i would rather have the two PF's they are just to versatile imo. And what the banner causes only about 2 wounds rounding up on the Math hammer for one round. The PF gets about 1.75 a turn if i remember correctly.

 
   
Made in us
Raging Ravener




Ohio

I still honestly think the first list is better and more versatile.

Thoughts on the TL Lascannon vs the Lascannon + Plasma Gun for a Razorback? They cost the same.

This message was edited 1 time. Last update was at 2010/02/21 04:29:47


 
   
Made in us
Crazed Troll Slayer




Bohemia, NY

Go with the lascannon TL-plasma gun i love it ive been using it and it add's some punch. At 24' it is awesome vs heavy inf, MC's, Vechs, etc.. and when the enemy closes in at 12' it unleashes hell (1 s9 ap2 shot and two twin linked s7 ap2 shots) its a smack in the face. Ive been using 4 and now i want two more at 150 pts for 5 GH's and that death machine it cant be beat. Though i also like GH's squads with 2 plasma guns they are nasty as well. But for a razorback the best load out is the Lascannon TL-plasma gun. The only problem is converting.

 
   
Made in us
Stern Iron Priest with Thrall Bodyguard





Atlanta, Ga

I prefer the Lascannon Twin Linked Plasma Gun due to the torrent of AP 2 fire you can unleash.

With regards to your proposed list from above, adding an ablative wound to the Long Fangs in the form of a Wolf Guard is a waste of points to be honest. You would be better served putting them with the Grey Hunters rolling with Power Fists and Combi Weapons. So something along the lines of the following:

(105) Rune Priest - JotWW, Storm Caller, Melta Bombs; Leads Grey Hunters

(100) Rune Priest - JotWW, Living Lightning; Leads Grey Hunters

(215) 4 Wolf Guard
#1 Combi-Melta, Power Fist; Leads Grey Hunters
#2 Combi-Melta, Power Fist; Leads Grey Hunters
#3 Combi-Melta, Power Fist; Leads Grey Hunters
#4 Combi-Melta, Power Fist; Leads Grey Hunters


(185) 8 Grey Hunters - Meltagun, MotW, Wolf Standard, Rhino

(185) 8 Grey Hunters - Meltagun, MotW, Wolf Standard, Rhino

(200) 9 Grey Hunters - Meltagun, MotW, Wolf Standard, Rhino

(200) 9 Grey Hunters - Meltagun, MotW, Wolf Standard, Rhino

(215) 6 Long Fangs, 5 Missile Launchers, Squad Leader, Razorback with Lascannon, Plasma Gun

(215) 6 Long Fangs, 5 Missile Launchers, Squad Leader, Razorback with Lascannon, Plasma Gun

(215) 6 Long Fangs, 5 Missile Launchers, Squad Leader, Razorback with Lascannon, Plasma Gun
-------------------
1835


"United States Marine Corps: When it absolutely and positively has to be destroyed overnight"


"If all else fails, empty the magazine" 
   
Made in us
Raging Ravener




Ohio

With a list like that, Three of those power fists should be upgraded to chainfists with the leftover points. The one without a chainfist should ride in the rhino with the Rune Priest that has Melta Bombs.

The question is; would a list like that be better (albeit it is MUCH better in CC) than the list in the OP?

 
   
 
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