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2013/08/20 05:28:55
Subject: Space Wolves in 6th edition - how to survive?
The Answer for wolves is stick to what you are good at, field plenty of grey hunters and rune priests, and fill in the missing gaps with IG.
I would add the following IG
Vendetta 3 TLLC
Leman Russ executioner with plasma sponsoons. It's named after your primarch and has 5 plasma pies and a lascannon ready for a prescience.
Marbo is fun
HQ=CCS. 4 vets + the 3 wound HQ. cost is 3 grey hunters and a melta bomb. Leadership 9. Can take 4 bs4 special weapons at the same cost as sw Orders pass a ld test and an IG unit's guns are tl. Chimera is 12/10/10, flank it with rhinos to protect the side armor.
Troops either vets or a platoon. I would go platoon, quad flamer platoon comand squad in a chimera=same cost as 7 grey hunters. One cheap expendable squad in the v reserve, another in reserve to hold a backfield objective.
Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
2013/08/20 12:39:14
Subject: Space Wolves in 6th edition - how to survive?
Ok, so tommorow i'm playing against 2000 pts Tau or TAU with IG. Any tips what should I do?
- i plan to take riptide down with RP and WG with combi melta, or to assault it with outflank bikes
- TC with Lord to assault the Fire Warriors
- 2 drop pods with GH and Flamer Dred deployed on their back
Anything else?
2013/08/20 13:13:38
Subject: Space Wolves in 6th edition - how to survive?
gausus wrote: Ok, so tommorow i'm playing against 2000 pts Tau or TAU with IG. Any tips what should I do?
- i plan to take riptide down with RP and WG with combi melta, or to assault it with outflank bikes
- TC with Lord to assault the Fire Warriors
- 2 drop pods with GH and Flamer Dred deployed on their back
Anything else?
You dont need Melta for Tau/Guard, Plasma Guns will do the job with twice the Rate of Fire.
gausus wrote: Ok, so tommorow i'm playing against 2000 pts Tau or TAU with IG. Any tips what should I do?
- i plan to take riptide down with RP and WG with combi melta, or to assault it with outflank bikes
- TC with Lord to assault the Fire Warriors
- 2 drop pods with GH and Flamer Dred deployed on their back
Anything else?
You dont need Melta for Tau/Guard, Plasma Guns will do the job with twice the Rate of Fire.
What's Plasma going to do against AV13 Skyrays? Also Plasma doesn't ID suits.
This message was edited 1 time. Last update was at 2013/08/20 13:18:07
gausus wrote: Ok, so tommorow i'm playing against 2000 pts Tau or TAU with IG. Any tips what should I do?
- i plan to take riptide down with RP and WG with combi melta, or to assault it with outflank bikes
- TC with Lord to assault the Fire Warriors
- 2 drop pods with GH and Flamer Dred deployed on their back
Anything else?
You dont need Melta for Tau/Guard, Plasma Guns will do the job with twice the Rate of Fire.
What's Plasma going to do against AV13 Skyrays? Also Plasma doesn't ID suits.
The key word was Need, Missle Maunchers will deal with Crisis Suits and Sky Rays have RA 13?
gausus wrote: Ok, so tommorow i'm playing against 2000 pts Tau or TAU with IG. Any tips what should I do?
- i plan to take riptide down with RP and WG with combi melta, or to assault it with outflank bikes
- TC with Lord to assault the Fire Warriors
- 2 drop pods with GH and Flamer Dred deployed on their back
Anything else?
You dont need Melta for Tau/Guard, Plasma Guns will do the job with twice the Rate of Fire.
What's Plasma going to do against AV13 Skyrays? Also Plasma doesn't ID suits.
The key word was Need, Missle Maunchers will deal with Crisis Suits and Sky Rays have RA 13?
Sorry I forgot, in every game of 40k you are guaranteed not to scatter and will always get rear armour; my bad....
As for the rest, how are the Missile Launchers going to handle Broadsides? Given that both suggestions don't handle some of the big offenders of the Tau dex, I would say he does need Melta.
This message was edited 1 time. Last update was at 2013/08/20 13:43:11
Remember as I stated earlier I have not played against Tau, though I have started one. This is also from a TAC point of view.
Godless-Mimicry wrote: Given that both suggestions don't handle some of the big offenders of the Tau dex, I would say he does need Melta.
Personally I feel that as long as you take Special and Heavy Weapons there are no Need weapons other than High Strength and High AP weapons.
When I run a pod list it is usually a Grey Hunter mix of 2 Plasma Pack. 2 Melta Packs and if the points are enough 2 Flamer Packs. I also usually have a Long Fang Pack with 2x Las-Cannons, 2x Missile Launchers and a Heavy Bolter along with one with 5x Missile Launchers. I also have 3 Typhoon Land Speeders to add to my fire support and a True Rifleman Dread (Twin-Linked-Auto-Cannons and Twin-Linked-Las-Cannons). This gives me good chance to take care most things quickly if can get in the first shot.
Will have to say thank you for one thing you did not say: “Don’t Take Plasma You will Kill Your Self!” it was pleasant for that not to be a good reason not to take them. I like your reasoning for taking Melta.
It's a pretty solid list, solid play is all there is left to add to it I think. Careful drops are key to mitigate Interceptor while also not limiting your damage output.
I'd go ahead and drop the Deathwind Launchers. As I understand it, you can't shoot them the turn you arrive (Drop Pod moved 12 inches, they're blast weapons), so you're basically burning points.
Armies: Lokisons (The Rout), Sluts and Puppies: A Chaos Daemon Experience (Daemons), PDF of the Union of Surviving Slavic Regimes (Imperial Guard), The Dead Live! (Chaos Marines), Loke's Blokes (Orks), The Kabal of the Hidden Blade (DE)
2013/08/21 14:29:48
Subject: Space Wolves in 6th edition - how to survive?
Andilus Greatsword wrote: I think the problem is that you're playing them as an assault army. Space Wolves are better as a shooting army that can hold their own if they get charged (or who can charge if it would be more beneficial than shooting instead). I find that moving into rapid fire range and firing bolters, then taking a charge and depending on counter-attack is more effective than actually focusing on a charge with Grey Hunters (especially since you can't charge out of a Rhino now). Rhinos and Drop Pods are both very viable delivery systems for your troops.
In terms of HQs, Rune Priests and Wolf Priests tend to be our best options in my experience. Wolf Guard as pack leaders are pretty good, but not a must-take by any means. I'm actually really liking Wolf Scouts too, take 5 with 2 plasma pistols and a plasma gun and you can threaten back-line units. Also, Long Fangs are still our best choice for Heavy Support, a mixture of Missile Launchers and Lascannons or Plasma Cannons is recommended there (because Missiles by themselves aren't as good as they were in 5th ed).
Oh and if you're looking for an simple and easy solution: Guard allies. Cheap veterans or infantry squads plus Vendettas are full of win and are easy to plug and play for less than 500pts. Space Marines might make for good allies too when the new Dex dropped.
I agree with this:
As a person who has been playing SW for about 2 years now, and often uses them as allies to my other, larger armies (IG), I find that the SW strength lies in holding your ground, in combat.
However, if you want to use them for assault I would recommend you use them as allies, and as a flanking force (eg. wolves, bikers etc). Also, use SW shooting just to soften up your enemies
IG:2500 Points DE:1500 Points SW:1500 Points Fantasy DE:2000
2013/08/21 16:31:33
Subject: Space Wolves in 6th edition - how to survive?
Vindicators are f'kin awesome. They Draw fire like no ones business - base cost 125pts (if i remember right) - just move ti forward and pick the best spot to land your pie plate - remember if they're shooting at this, they're not shooting at something else!
Couple this with 2 squads of Long fangs, with 2 Missile Launchers 2 Las cannons - then use split fire to focus the lascannons on one target and the missile launchers on the other. if one squad dies, yu've not lost all one type of weapon - and always give your squad leader a flamer just incase some sneeky bugger charges you. Flamers are sweet in overwatch - 5pts buys you D3 Auto hits.
I'd go with 8 grey hunters in a rhino with a flamer and Wolf standard - Always take wolf standards, the re-rolling 1's count for your armour saves in overwatch too! - provided the weapons firing at you aren't Ap3 you'll lower the odds of your squad dying. - in situations where you're probably goign to be charged rapid fire bolters, take the charge - use your flamers, - remember to activate your wolf standard and roll for your counter charge.
- I always take a rune priest with a chooser of the slain with my grey hunters and pack them in a rhino - pick living lightening as one power and another you'll benefit from and suddenly your rhinos have a unlimited range weapon that causes D6 S7 AP5 hits. - Also - don't be afraid to charge your rune priest in with a squad - Force Weapons are great - I have run this load out x3 giving the rune priests a different second power each and a different runic weapon (i.e. sword, stave, axe) to cover the load out limitations and they are one of the solid staples of my army.
a Dakka pred load out always works a treat - sometimes quantity of shots is better than quality!
with all this fire power, you need to push them out in to the open - so you can fire at them! - I usually drop pod a couple of dreads in the far field to cause an immediate threat and push them out.
the thing to remember with space wolves is that they're not just 'combat savages' - they're marines too
2013/08/21 17:39:29
Subject: Space Wolves in 6th edition - how to survive?
Yetii wrote: Couple this with 2 squads of Long fangs, with 2 Missile Launchers 2 Las cannons - then use split fire to focus the lascannons on one target and the missile launchers on the other. if one squad dies, yu've not lost all one type of weapon - and always give your squad leader a flamer just incase some sneeky bugger charges you. Flamers are sweet in overwatch - 5pts buys you D3 Auto hits.
Why not a third Missile Launcher? Also, I wouldn't waste points on a flamer even at 5pts, if the Long Fangs get charged then they're basically dead. I also use my Sergeant as incoming-fire bait so he should always be the first to die anyway.
Yetii wrote: I'd go with 8 grey hunters in a rhino with a flamer and Wolf standard - Always take wolf standards, the re-rolling 1's count for your armour saves in overwatch too! - provided the weapons firing at you aren't Ap3 you'll lower the odds of your squad dying. - in situations where you're probably goign to be charged rapid fire bolters, take the charge - use your flamers, - remember to activate your wolf standard and roll for your counter charge.
I think you actually covered this, but I'm going to explain a bit more bluntly: wolf standards are activated in the shooting phase, so unless you have a very forgiving (or unknowledged) opponent, then you activate them when you know you're going to get charged.
Yetii wrote: I'd go with 8 grey hunters in a rhino with a flamer and Wolf standard - Always take wolf standards, the re-rolling 1's count for your armour saves in overwatch too! - provided the weapons firing at you aren't Ap3 you'll lower the odds of your squad dying. - in situations where you're probably goign to be charged rapid fire bolters, take the charge - use your flamers, - remember to activate your wolf standard and roll for your counter charge.
Why 8?
This message was edited 1 time. Last update was at 2013/08/21 18:31:26
get rhinos with grey hunters and charge them up
vindicators behind them with support of lone fangs.
then get all assault and elites in drop pods and land ontop of enemies
shoot them before you land pods
when pods land dont use vindicators and get your grey hunters out of rhinos and carge all infantry up
also use a psyker and use smite
Blood Ravens, 1700pts
Empire 40 wounds
Astra Militarum 2250pts
Khorne 750pts
Space Wolves 1550pts
Orks 500pts
2013/08/21 20:59:18
Subject: Re:Space Wolves in 6th edition - how to survive?
Grey Hunters (10) - MOTW, Standard, Plasma Gun (2), Drop Pod (Deathwind)
Grey Hunters (10) - MOTW, Standard, Melta Gun (2), Drop Pod
Grey Hunters (10) - MOTW, Standard, Flamer (2), Drop Pod, (Deathwind)
Grey Hunters (6) - MOTW, Standard, Flamer, Razorback
Dreadnought - Heavy Flamer, Twin Linked Heavy Flamer, Drop Pod
Long Fangs - ML (6), Razorback TL Las
Long Fangs - ML (3), Las (2), Razorback TL Assault
Wolf Guard (5) - MOTW, Combi Plasma (5), Drop Pod
Tau army was:
Cadre Fireblade (Warlord)
Farsight
XV8 Crisis Team (2)
Firewarriors - three teams - each 10 + drones
Longstrike
Hamerhead (2) , both with submunition
Kroot (20) with hounds
Riptide
X25 Stealth Team (3)
Everything was assisted by targeting and rocket drones.
The scenario: The Relic
Deployment: Dawn of War
Tau went first.
Turn one:
Tau:
Tau killed one Long Fang and got 1 HP from a razorback.
Wolves:
Three drop pods were deployed. 1 x Grey Hunters with 2 Plas, 1 x Dread with 2 Hflamers (one was TL), 1 with Rune Priest and Wolf Guard.
Using Interceptor/Skyfire the Riptide was able to kill 3 of my Wolf Guard.
Rune Priest got rid of few tau and a Riptide with Jaws.
Grey Hunters killed 5 Firewarriors. Dreadnaught killed 7 firewarriors, Fangs managed to wreck one Hammerhead, and stun the other one.
Turn two:
Tau:
Firewarriors managed to cut the GH down to 1 man left.
Kroots with 40 shots got rid of a Rune Priest and Wolf Guard
Farsight and XV8 killed the dread.
Wolves:
Another 2 drop pods were deployes. With Dual Melta and Dual Flamer Grey Hunters.
Long Fangs destroyed a main gun on a hammerhead. The other Long Fangs stunned the other Hammerhead.
Razorbacks cut half of one squad of Firewarriors
Flamer Grey Hunters killed 2 Drones and 4 Firewarriors using flamers and boltguns.
Melta Grey Hunters killes 12 Kroots and forced them to retreat 7"
Turn three:
Tau:
Firewarriors got rid of 2 Squads of Grey Hunters.
Hammerhead destroyed one razorback.
Half of both Fangs Squads wee killed by Smart Missle Systems
Wolves:
Razorback and drop pods killed the Whole Firewarrior squad that took the relic.
Fangs managed to kill one XV8.
The Razorback Grey Hunters moved to get the relic in the next turn.
Turn four:
Tau:
Farsight destroyed a razorback (TL Assault) and failed to assault Long Fangs. Got 1 wound from overwatch.
Firewarriors swept the remains of Grey Hunters Squads
Wolves:
Fangs killed one Firewarrior Squads (Frags)
Grey Hunters in a razorback moved towards the relic. They shot two drones.
Few firewarriors died due to Drop Pod Storm Bolters
Turn Five:
Farsight shot melta and wrecked the last Razorback. Then he assaulted the Grey Hunters and killed all of them.
Hammerhead killed the last Long Fangs.
Stealth Warriors assaulted the Priest and killed him.
The end.
What was good:
- JAWS that got rid of Riptide
- Destroing one Hammerhead in the first turn.
- Killing almost whole Firewarrior Squad with Dread Flamers
What was bad:
- 2 hits, 2 pens, both 1 and 2 on a Hammerhead
- Kroots 40 shoots on the Priest and Wolf Guard
- ..... ???
What is a problem for me:
- that targeting system for Tau , which adds +1 to their BS and removes cover save from me
- 20 shoots on overwatch +5
- Interceptor/Skyfire on a Riptide that hurt my drop pod content
- main problem - if I have enough troops (3-4) i luck a high firepower. If i take a lot of Heavy Support and Razorback spam - I lack troops and scoring
Any comments would be great An thank You for all the help before.
Best regards,
g.
2013/08/21 23:16:16
Subject: Space Wolves in 6th edition - how to survive?
My Question is was what unit(s) were adding to the Overwatch Fire?
I think what I am asking is do you mean they were fring Overwatch and hitting on a 5+ or 2+?
Anpu42 wrote: My Question is was what unit(s) were adding to the Overwatch Fire?
I think what I am asking is do you mean they were fring Overwatch and hitting on a 5+ or 2+?
I believe Tau have an upgrade they can get which makes them hit on Overwatch on a 5+.
Anpu42 wrote: My Question is was what unit(s) were adding to the Overwatch Fire?
I think what I am asking is do you mean they were firing Overwatch and hitting on a 5+ or 2+?
I believe Tau have an upgrade they can get which makes them hit on Overwatch on a 5+.
Thank you, that fixes my confusion.
When you are planning on Assaulting with Grey Hunters you need a few things I have found.
1] 10 Models, you NEED the bodies.
2] Wolf Standard
3] Mark of the Wolfen
4] Power Weapon, type is mostly important for what Army you are facing, but the two best in my opinion are the Power Sword and the Power Maul. The Power Axe and the Power Lance/Spear can be good.
>Power Sword: This is a good Take on all Comers Weapon; the only thing they are not good for is 2+ Armies.
>Power Maul: Wounds most things on a 2+, heck it will wound a Nurgle Biker on a 4+. It is only AP4, but unless you are taking on MEQs this should not be a problem.
>Power Axe: Worth it, you may be going off last most of the time; but you are immune to the Challenges so you can hide it easy.
>Power Lance/Spear: I like it, if you plan on being the one Assaulting it is hard to pass up the 3 S5 AP3 Attacks, and once more the S4 AP4 attacks will do well vs. Non-MEQ Armies.
>Power Fist: The Power Fist is a favorite of mine, but it can at times not be the best choice. I like it for Anti-Vehicle/MC Work, but it also has to do with the fact that I love the 2 Power Fist Mini’s and have a hard time leaving them on the shelf. They are also a 5th edition left over. If I had made them in 6th, they would have had Power Mauls.
All my GH squads were 10 models each. The problem is, that I can't assault after arriving via drop pod. So my oponent gets one turn to shoot me, and that is more than enough for Tau.
I'm thinking about replacing 5 Wolf Guard in my list, for a Grey Hunters.
The problem is also amount of fire. Tau had a Riptide and three heavy tanks. S8 ap3 large blast, that ignores cover is a problem . Once I'm hit the squad dies.
Automatically Appended Next Post: One more thing: the problem is lack of units to keep up.
I have no problem to win with CSM or DarkEldar. We have the same amounts of models and firepower.
But as for Orks or Tau my Wolves are a bit overwhelmed.
This message was edited 1 time. Last update was at 2013/08/22 06:34:08
2013/08/22 09:25:37
Subject: Space Wolves in 6th edition - how to survive?
gausus wrote: All my GH squads were 10 models each. The problem is, that I can't assault after arriving via drop pod. So my oponent gets one turn to shoot me, and that is more than enough for Tau.
I'm thinking about replacing 5 Wolf Guard in my list, for a Grey Hunters.
The problem is also amount of fire. Tau had a Riptide and three heavy tanks. S8 ap3 large blast, that ignores cover is a problem . Once I'm hit the squad dies.
Automatically Appended Next Post: One more thing: the problem is lack of units to keep up.
I have no problem to win with CSM or DarkEldar. We have the same amounts of models and firepower.
But as for Orks or Tau my Wolves are a bit overwhelmed.
As for Orks what works for me is Grey Hunter Gunlines and odly enough Blood Claws led by a Wolf Priest, maybe add to the Blood Claws a Wolf Guard with a Power Weapon, but not a Power Maul, Your Wolf Priest has that. This gan give you achnce to take down a couple of Mobs under your weigh of Numbers. Wolves could also do the job well, once more with a Wolf Priest with Saga of the Wolf.
Ok - and what about Tau? I Was thinking about Outflank Landraider Redeemer/Crusader with Wolf Priest and Blood Claws inside. That way i would have one unit that could assault in the first turn.
And better yet, i would have drop pod GH to do the shooting a lot.
2013/08/22 13:38:18
Subject: Space Wolves in 6th edition - how to survive?
gausus wrote: Ok - and what about Tau? I Was thinking about Outflank Landraider Redeemer/Crusader with Wolf Priest and Blood Claws inside. That way i would have one unit that could assault in the first turn.
And better yet, i would have drop pod GH to do the shooting a lot.
Blood Claws in a LRC if expesive, but fun.
I was thinking [at 3am], maybe a Whirlwind or two deep behined cover.
My suggestions re fliers: Allies, the aegis, or just drop on him as close as possible with a LOT of 2+/5++ units armed with template and high strength weaponry. We don't have a flier of our own, and with the exception of allying with guard, marines, (both have decent fliers that can take a beating) or eldar (flimsy, but my that fiyahpowah), you are stuck on the ground. Remember that an AV10 flier can be glanced to death with bolters. A rune priest taking prescience or if lucky rolling precognition or whatever its called will have a pretty good time against low AV fliers, as for the higher AV ones, longfangs with lascannons have worked for me. I would also say if you play apoc or IA, getting one of those tarantula air defense platforms or calling a whirlwind a hyperios may be worthwhile, if not expensive...
2013/08/22 16:58:02
Subject: Re:Space Wolves in 6th edition - how to survive?
Rune Priest in Power Armour, 150 pts (Bolt Pistol; Runic Weapon; Master of Runes; Psyker (Mastery Level 2); Warlord; 6E Psychic Disciplines: ; Biomancy; Divination; Telekinesis)
Wolf Priest in Power Armour, 100 pts (Wolf Amulet; Bolt Pistol; Crozius Arcanum)
Long Fangs Pack, 165 pts (Close Combat Weapon x5; Heavy Bolter x1; Lascannon x2; Missile Launcher x2)
1x Pack Leader (Pistol; Close Combat Weapon)
Aegis Defence Lines, 70 pts (Comms Relay)
Grey Hunters Pack, 280 pts (Wolf Standard; Bolt Pistol x7; Boltgun x6; Close Combat Weapon x8; Plasma gun x2; Plasma Pistol)
1x Grey Hunter w/ Mark of the Wulfen (Bolt Pistol; Boltgun; Close Combat Weapon)
1x Grey Hunter w/ Power Fist (Bolt Pistol; Boltgun; Power Fist)
1x Drop Pod (Vehicle (Deathwind Missile Launcher)
Grey Hunters Pack, 280 pts (Wolf Standard; Bolt Pistol x7; Boltgun x6; Close Combat Weapon x8; Plasma gun x2; Plasma Pistol)
1x Grey Hunter w/ Mark of the Wulfen (Bolt Pistol; Boltgun; Close Combat Weapon)
1x Grey Hunter w/ Power Fist (Bolt Pistol; Boltgun; Power Fist)
1x Drop Pod (Vehicle (Deathwind Missile Launcher)
Grey Hunters Pack, 255 pts (Wolf Standard; Bolt Pistol x7; Boltgun x6; Close Combat Weapon x8; Meltagun x2; Plasma Pistol)
1x Grey Hunter w/ Mark of the Wulfen (Bolt Pistol; Boltgun; Close Combat Weapon)
1x Grey Hunter w/ Power Fist (Bolt Pistol; Boltgun; Power Fist)
1x Drop Pod (Storm Bolter)
Grey Hunters Pack, 255 pts (Wolf Standard; Bolt Pistol x7; Boltgun x6; Close Combat Weapon x8; Meltagun x2; Plasma Pistol)
1x Grey Hunter w/ Mark of the Wulfen (Bolt Pistol; Boltgun; Close Combat Weapon)
1x Grey Hunter w/ Power Fist (Bolt Pistol; Boltgun; Power Fist)
1x Drop Pod (Storm Bolter)
Land Speeder Squadron, 270 pts (Land Speeder x3; Heavy Bolter x3; Typhoon Missile Launcher x3)
Dreadnought, 175 pts (Searchlight; Smoke Launchers; Extra Armour; Wolf Tail Talisman; Wolftooth Necklace; Dreadnought CCW; Storm Bolter; Twin-Linked Heavy Bolter)
1x Drop Pod (Vehicle (Storm Bolter; Drop Pod Assault)
Ok you've expressed a concern that Marker Lights were your main issue, however as far as I can see, he has nothing in his list that can legally take Marker Lights. So unless someone can correct me, it seems he may have been cheating. Just to clarify as well, each Marker Light can only increase BSor ignore cover, it can't do both.
Seems you did better than before, and though I can't be certain from not seeing the game, but your recap makes it sound like your target priority was lacking a bit. Still some good progress. Well done.
This message was edited 1 time. Last update was at 2013/08/23 01:42:47
As for targeting drones - he had a bunch of them. 2 or 4 with every unit. If i understand correctly - every drone can target and if targeting is successfull it can add some points to a pool. Than points fromthat pool can be spent on removing cover or improving bs. Can someone correct me if im wrong?
As for gameplay - i had a problem with my army being stretched to much. So it was easier for Tau to get rid of unit after unit.
The main problem was when Kroots came from reserves and shoot down my Rune Priest and Wolf Guard. And with 40 shoots Mathhammer tells you are going to fail.
Thanks for the comments and hints everyone.
Automatically Appended Next Post:
Anpu42 wrote: This is the kind of list I would take against Tau
2000 Pts Drop Wolves
Spoiler:
Rune Priest in Power Armour, 150 pts (Bolt Pistol; Runic Weapon; Master of Runes; Psyker (Mastery Level 2); Warlord; 6E Psychic Disciplines: ; Biomancy; Divination; Telekinesis)
Wolf Priest in Power Armour, 100 pts (Wolf Amulet; Bolt Pistol; Crozius Arcanum)
Long Fangs Pack, 165 pts (Close Combat Weapon x5; Heavy Bolter x1; Lascannon x2; Missile Launcher x2)
1x Pack Leader (Pistol; Close Combat Weapon)
Aegis Defence Lines, 70 pts (Comms Relay)
Grey Hunters Pack, 280 pts (Wolf Standard; Bolt Pistol x7; Boltgun x6; Close Combat Weapon x8; Plasma gun x2; Plasma Pistol)
1x Grey Hunter w/ Mark of the Wulfen (Bolt Pistol; Boltgun; Close Combat Weapon)
1x Grey Hunter w/ Power Fist (Bolt Pistol; Boltgun; Power Fist)
1x Drop Pod (Vehicle (Deathwind Missile Launcher)
Grey Hunters Pack, 280 pts (Wolf Standard; Bolt Pistol x7; Boltgun x6; Close Combat Weapon x8; Plasma gun x2; Plasma Pistol)
1x Grey Hunter w/ Mark of the Wulfen (Bolt Pistol; Boltgun; Close Combat Weapon)
1x Grey Hunter w/ Power Fist (Bolt Pistol; Boltgun; Power Fist)
1x Drop Pod (Vehicle (Deathwind Missile Launcher)
Grey Hunters Pack, 255 pts (Wolf Standard; Bolt Pistol x7; Boltgun x6; Close Combat Weapon x8; Meltagun x2; Plasma Pistol)
1x Grey Hunter w/ Mark of the Wulfen (Bolt Pistol; Boltgun; Close Combat Weapon)
1x Grey Hunter w/ Power Fist (Bolt Pistol; Boltgun; Power Fist)
1x Drop Pod (Storm Bolter)
Grey Hunters Pack, 255 pts (Wolf Standard; Bolt Pistol x7; Boltgun x6; Close Combat Weapon x8; Meltagun x2; Plasma Pistol)
1x Grey Hunter w/ Mark of the Wulfen (Bolt Pistol; Boltgun; Close Combat Weapon)
1x Grey Hunter w/ Power Fist (Bolt Pistol; Boltgun; Power Fist)
1x Drop Pod (Storm Bolter)
Land Speeder Squadron, 270 pts (Land Speeder x3; Heavy Bolter x3; Typhoon Missile Launcher x3)
Dreadnought, 175 pts (Searchlight; Smoke Launchers; Extra Armour; Wolf Tail Talisman; Wolftooth Necklace; Dreadnought CCW; Storm Bolter; Twin-Linked Heavy Bolter)
1x Drop Pod (Vehicle (Storm Bolter; Drop Pod Assault)
Total Roster Cost: 2000
Could You tell a bit about units composition and how You would play with such a list?
All best,
Mjb
This message was edited 1 time. Last update was at 2013/08/22 21:03:50
2013/08/23 00:40:38
Subject: Space Wolves in 6th edition - how to survive?
I usually place the Long Fangs, Rune Priest (with Presence) and Wolf Priest (Oath of War: Infantry usually) with the ADL, the Comms helps get the Pods in quickly.
The Land Speeders ate used to take out light vehicles and extra fire support.
If I am facing Heavy Armor like Land Raiders I send in the Melta Grey Hunters, anything else the Plasma Gun Grey Hunter go in first, usually focused on HQs and Heavy Support.
The Dreadnaught is also used for “Assassination Missions” taking on units that would have troubles dealing with it, like Ork Mobs, Tactical Squads or Fire Warriors.
Now we usually have a lot of terrain to hide my units behind so I can take out what is needed in detail.
gausus wrote: As for targeting drones - he had a bunch of them. 2 or 4 with every unit. If i understand correctly - every drone can target and if targeting is successfull it can add some points to a pool. Than points fromthat pool can be spent on removing cover or improving bs. Can someone correct me if im wrong?
Well to start, the Riptide, Hammerhead and Kroot cannot take Marker Drones. Also, the Marker Lights are Heavy 1 and the Drones are BS2, so he is firing on 6's on the move and 5's when stationary so shouldn't be hitting that much. Lastly, hits from a Marker Light cannot effect the unit that fired it.
Like I said, I didn't see the game so can't be sure, but it really doesn't sound like he was playing them right if he was doing so much with them. Based on his list he could have had a maximum of 14 Marker Drones, so stationary that should only be 4 or 5 Lights hitting. It takes two Lights to ignore cover, and 1 light per point of increased BS, so he shouldn't have been doing that much, especially as I said, because they can't affect their own unit.