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Made in us
Fresh-Faced New User




HQ 400

Wolf Priest

wolf priest

wolf priest

wolf priest

Elites 140

wolf scouts5
mark of the wulfen
meltagun
power weapon2

Troops 1000

Blood claws15
flamer
meltagun
power fist

Blood claws15
flamer
meltagun
power fist 25

Blood claws15
flamer
meltagun
power fist

Blood claws15
flamer
meltagun
power fist

Fast Attack 525

Thunderwolf cavalry5
storm shield
power fist
melta bombs
plasma pistol

land speeder
typhoon missile launcher
multi-melta

land speeder
typhoon missile launcher
multi-melta


Heavy support 435

Long fangs5
missile launcher2
lascannon2

Long fangs5
missile launcher2
lascannon2

Long fangs5
missile launcher2
lascannon2


Automatically Appended Next Post:
not to sure about the wolf scouts any ideas to replace then would be help full

This message was edited 1 time. Last update was at 2012/01/03 21:06:15


 
   
Made in us
Speedy Swiftclaw Biker





Deep in the Heart of Texas!!!

It looks like a fun list to play but at 2500pts there is going to be a lot of shooting coming your way and all of your bloodclaws are on foot. Food for thought.

"You call yourselves true warriors. With Your palaces and fountains. Your medals and parades? I grasped my first axe when I was still in my birth-caul. I earned my first wolfskin whin I was Still a whelp. I've been fighting every single day of my life, son. Perhaps you're today's challenge, eh?

 
   
Made in au
Steadfast Grey Hunter





Make the land speeders have MM/HF weapon loadouts. This makes them fast threats, which hopefully will take some firepower off the BC's

This message was edited 1 time. Last update was at 2012/01/04 02:28:29


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Made in us
Commoragh-bound Peer





I love my wolf scouts especially with the behind enemy lines rule. It really puts a thorn in my opponents side. It's also good for some tank busting. I would also think about maybe a rune priest. It's never a bad idea to have one. Other than that it's seems to be a pretty solid list!

 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

Your HQ choices are illegal (need to have different wargear), Blood Claws are sub-par to Grey Hunters (by all means take a squad, but do you really want an entire army that is easier to hurt in close combat?), the Thunderwolves are overkill (I take 3 in 1850 and rarely have to worry about them not surviving shooting to get into close combat; that 19-24" charge range really helps), and the wolf scouts are cheaper than you listed them at by 10 points (I usually take that load out plus two sniper rifles at 136 pts).

I'd drop 2 Thunderwolves, definitely the plasma pistol. I'd replace the power fist with a Wolf Claw. Thunderwolves are a bit of a glass hammer, hitting anything with higher initiative than them is going to leave them vulnerable. Plus statistically the Wolf Claw does more damage to infantry, and you won't need to worry about vehicles being Str5 and hitting rear armor all the time (hint: charging a Land Raider to blow it up is a bad idea; its probably not empty).

I personally find Fearless to be a liability in close combat at times so I would mix in some Rune Priests with the Wolf Priests to keep your HQ points down.

I'd also really considering getting Grey Hunters in there. Even replacing two Blood Claw packs with Grey Hunters leaves you the points for a whole other unit of Grey Hunters. More scoring units == better.

   
Made in ie
Stern Iron Priest with Thrall Bodyguard





Ireland

You seem to have made a blood angels list out of these wolves, from my time with BA fearless is a two edged sword that cuts deep. You won't out assault orks and anyone else with a brain will make sure that you have many turns of shooting to get through before you can charge.
The main issue I see is that you haven't read the codex very well, the wolf scouts are the wrong cost, the HQ choices are illegal and the long fangs are not maxed out.

Drop the typhoon missiles on the landspeeders and stick another missile launcher on each of the squads, the land speeders won't be there from turn one and probably won't be there when the last turn hits but the cover save hugging squad should still be there. Leave them on the tank/monster hunting while the long fangs take out transports, deathstars and masses of troops.

You need to have either a wolf tail on each of your hq slots to prevent them being lashed back and forth like puppets or being hit with all of the space wolf powers since wolves are a tourney favourite. Switching to a pair of rune priests would give you a moving cover save and jotww or murderous hurricane to soften targets up before you hit in cc, the priests offer anti-psyker protection and can instant kill big monsters with some lucky rolls in cc.

Now the thunderwolves, personally I love them but if you run them without a thunderlord they are so much less, you need to have more attacks per turn that ignore armour and have more storm sheilds. The problem i forsee in your army is that you won't have the moving cover provided by transports for your thunderwolves and will have to hug terrain a lot more, this can be fixed with some rune priests but you will still be dropping into line of sight; drop 1 wolf and the pistol and put a storm sheild on 2 more of the wolves, you can max out the wound allocation and still hit hard but now you don't die as quick when people shoot laz, melta, rockets or rail guns at you.

Personally I would have gone with a wall of grey hunters, they are more versitile have more buffing powers, when you give them an assault weapon they don't lose an attack and you get one of them to have 6d +2 attacks on the charge. I think you'd do a lot better with them and could stick a could of wolf guard on the squads to boost leadership and cc power.
Have fun, I am sure the first assault you pull off will leave the other guy speechless at the number of attacks going his way.


It's not the size of the blade, it's how you use it.
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Made in us
Dakka Veteran






There is so much wrong with this list, it's hard to give constructive criticism since you have incorrect selections, load-outs and point values.

I mean my first question is if you even own the codex.

That aside, it looks like you're trying to make a very assault heavy list. Which as most will tell you is better with BA than SW. Although it is possible.

A list that I did similar to this type is below:
*It's only 1500pts though, but it has the same theme.
Spoiler:
HQ - 200pts
Rune Priest - 100pts
+Living Lightning & JotWW

Wolf Priest - 100pts

ELITES - 200pts
Wolf Scout (5) - 100pts
+Power Weapon, Meltagun

Wolf Scout (5) - 100pts
+Power Weapon, Meltagun

TROOPS - 465pts
Blood Claws (15) - 175pts
+Meltagun x2, Power Weapon

Blood Claws (15) - 175pts
+Meltagun x2, Power Weapon

Grey Hunter (5) - 115pts
+Flamer, Razorback

HEAVY SUPPORT - 635pts
Land Raider Crusader - 260pts
+Multi-melta

Land Raider Crusader - 260pts
+Multi-melta

Long Fang Pack (5) - 115pts
+4 Missile Launchers

1,500 pts

Basic idea is the Rune and Wolf Priests ride with the BC's in the LRCs. All start on the table and the BCs (w/ IC's) hop in first turn and drive off. While the Wolf Scouts apply back/side field pressure or pop nasty tanks with their meltagun. Long Fangs provide some fire support/suppressive fire for the LRC and GH in their razorback which are just to grab and hold objectives close to my table edge.

Not perfect and not tournament worthy either, but fun and fluffy.


Now I know what you're going for, or at least I'm assuming I know from the list you've presented. You're going for a really hard hitting assault with the BC's, which is great and a full unit of BCs with CCW & Bolt pistol is an insane 60 attacks on the charge. That's nothing to take lightly by any means. However, you're lacking a delivery system that works. Drop Pod only holds 10 guys and the LRC (which I did in my list) is the best (and only way) to deliver all 15 BC's and IC attached.

I would trade the typhoons for tornado patterned Land Speeders and give them Heavy Flamer and Multi-Melta, allowing them both anti-infantry and anti-vehicle, which ever you're needing more at the time.

Since you're not looking to take LRC for transports for the BCs, I would look to drop them down to 9 guys (making them 10 with the IC's) and putting them into Rhino's so you can transport them across the board and they can hopefully get into CC where you want them. Also, take off the Power Fists, if you want a better CC weapon in them, take a Power Weapon instead. In fact, drop the Flamer as well, as that lowers your attacks as well. I would kit them with power weapon and meltagun. Better CC ability (ie. not swinging last) and able to pop a transport/tank if the need arises, while only losing 1 attack on the charge due to not having a Bolt Pistol on the meltagun user. Doing this should allow you to take an additional squad of BC, if you do, they won't have an IC and you can make them 10 strong but for-go the special weapons and just give them a power weapon, since they won't be able to make use of the special weapon due to their headstrong special rule (usually).

The other points I would make have already been made so I won't badger them to death. I hope this has been helpful. I don't mean to come off as as arse, but your first list is just riddled with so many inaccuracies it's almost as if you copied it from somewhere else and didn't even read the codex.

: 1500pts - : 1000pts - : 1500pts
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