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Made in us
Speedy Swiftclaw Biker





Middle TN

I need help winning with this list. My usual opponents play 'nids, Khorne, and blood angels. I've come pretty close to winning a few times, but would love ways to make this list more competitive. Also, I want to keep the all pod force, but would love to reduce the HQ point cost, and keep them effective in the game.

399pts

Rune Priest - Term armour, Rune Weapon, Storm Bolter, Chooser of the Slain, Wolf Tooth Necklace, Drop Pod

Retinue - 3 Wolf Guard w/ term armour, storm bolter, power fist, 1 assualt cannon, power fist

360pts

Wolf Lord - Term armour, Lightning Claws, Wolf Tooth Necklace, Drop Pod

Retinue - 4 Wolf Guard w/ Term armour, lightning claws

203pts

Venerable Dread - Assualt Cannon, Heavy Flamer, EA & Smoke, Drop Pod

128pts

Wolf Scouts - 4 Bp/ Ccw, 1 Plasma Pistol/ Ccw, 1 Meltagun, Melta Bombs

244pts

Grey Hunters - 6 Bolters/ Ccw, 2 Plasma Pistol/ Ccw, 2 Bolter/ Power Weapon, Drop Pod

200pts

Blood Claws - 7 Bp/ Ccw, 2 Bp/ Power Fist, 1 Flamer, Drop Pod

194pts

Blood Claws - 8 Bp/ Ccw, 2 Bp/ Power Fist, Drop Pod

186pts

Blood Claws - 8 Bp/Ccw, 2 Bp/ Power Weapon, Drop Pod

85pts

Land Speeder - Multi-Melta, Typhoon Missile Launchers

 

 

 


Visit the best game shop in middle Tennessee, and check out our ongoing tournament and gaming events at: Grand Adventures Comics & Games Forums or Grand Adventures Comics & Games

Check out our blog: The Istvaanians 
   
Made in de
Regular Dakkanaut




The following HQ setup should be more efficient :

WGBL - FB, BP, pelt
WG - termi, RC, AC
WG - termi, AC
WG - termi, RC
WG - termi

in Drop Pod

This way you "reduce to the max". You get 2 ACs, and your Battle Leader provides 6 Frost Blade attacks even if you get charged. The "naked" termis function as cost efficient ablative wounds. The Runic Charms further increase survivablity.

My main concern with this setup is fluff^^.
   
Made in us
Speedy Swiftclaw Biker





Middle TN

Thanks for the reply. Yeah, fluff rears its ugly head every now and then. I'm having a little bit better luck with them, but my biggest problem I think is trying to decide where to land the pods, and if I should even take the pods for the 2 term. HQ's. Hey look, there's Mr. Fluff again. I know when I land, I'm getting charged by a bunch of nasty bezerkers from my friends usual khorne army (tooled up DP, 4 8 man berzerkers, 2 8 man bloodletters, 2 defilers). Even when trying to use the drop pods for cover, he cleverly targets the actual pod with the battle cannon from the defiler, and if the scatter doesn't kill me then the shrapnel from the exploding pod does.

Visit the best game shop in middle Tennessee, and check out our ongoing tournament and gaming events at: Grand Adventures Comics & Games Forums or Grand Adventures Comics & Games

Check out our blog: The Istvaanians 
   
Made in us
Regular Dakkanaut






Does Chooser of the Slain stilll work vs. enemy infiltrators if your Rune Priest is drop-podding? If even so, what's the point in preventing your enemy from infiltrating when you decide where you deploy last via dropping? I'd drop the chooser for some more points... But I'd definately keep the Rune Priest rather than replace him with a cheaper HQ; dropping then covering yourself in fog is the way to go :-)

Frost Blades/Axes on all your HQs is also the way to go- that wounding on 3's instead of 4's is a big and important difference.

Ven Dread looks great, I hope you're always choosing to go second ;-)

I'd give your Wolf Scouts a Wolf Guard Leader with a power weapon or a power fist to add more to their effectiveness.

On the Grey Hunters- you might want to give the power weapon guys CCW's instead of bolters so you can get around True Grit and get extra attacks for charging.

That landspeeder needs a heavy bolter and an assault cannon.

Lastly, on the Rune Priest's retinue, get a chain fist in there, only a few points more and much better vs vehicles. I'd also get one in the Wolf Lord's Retinue to allow them to deal with more than just troops. Or just thunder hammer/ storm shield combo.

Your army looks like a blast to play :-)

And God said unto Abraham, "Take this mighty bolter, my son, and smite thy enemies from afar. Fear not, Emperor protects..er, I mean, well, youknowwhatImean." 
   
Made in us
Speedy Swiftclaw Biker





Middle TN

The chooser is there for an extra attack, fluff, and it's already been modeled! Yeah, storm caller comes in handy right out of the pod.
I'm trying to keep the scouts cheap. I gave them the melta bombs to help with vehicles, cause I don't plan on them seeing much close combat.
The grey hunters are there for fire support for the blood claws. I gave them the power weapons just in case (when) they get charged, but pistols may be better.
Actually the land speeder performs pretty good. It's able to fire long distances, which comes in handy on 6 and 8 foot tables. It's there for anti-tank primarily, anti-troop as a last resort. Kinda a back up to the scouts.
Chainfists aren't a bad idea either. Actually, I've never used one, so what the hell, might as well try one! The lord's retinue I can switch out one or two of the LC's with the TH/ SS combo.
Thanks for the tips, but keep them coming. Hopefully I can try out these ideas Sat.

Visit the best game shop in middle Tennessee, and check out our ongoing tournament and gaming events at: Grand Adventures Comics & Games Forums or Grand Adventures Comics & Games

Check out our blog: The Istvaanians 
   
Made in us
Regular Dakkanaut






The reason I suggest giving the scouts a Wolf Guard w/ some nice gear is that he can help the squad out a lot in scenarios such as:
-The enemy has no tanks (or none he keeps in his deployment zone) and the meltabombs are useless
-The enemy sends his whole army forward (i.e. Tyranids) and you're better off starting the game with the scouts in play
-The enemy keeps an infantry-based squad in the back causing lots of havoc for you (i.e. devastators or... havocs :-P)

The scouts are a great unit because not many other armies have anything similar to them (in terms of coming in off of the enemy table edge) and maximizing their effectiveness helps twofold simply because your opponent may often not know what to do about them or may just forget them, thus allowing for you to hide little "presents" to surprise your opponent with.

Not sure if I remember this correctly, but does the Chooser of the Slain extra attack count as something independant of the bearer, i.e. a regular attack that doesn't ignore armor saves so the character can't use it for power weapon attacks?

Have you thought about replacing the Wolf Lord with a Wolf Priest? That healing potions and balms upgrade works great when you need to suffer a turn of enemy shooting after drop-podding!


And God said unto Abraham, "Take this mighty bolter, my son, and smite thy enemies from afar. Fear not, Emperor protects..er, I mean, well, youknowwhatImean." 
   
 
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