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![[Post New]](/s/i/i.gif) 2012/01/09 04:37:07
Subject: Space Wolf 1500 Take Two.
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Ferocious Blood Claw
Adelaide, Australia
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So here's my second shot at 1500 Space Wolves.
A (attached to squad C)
1 Rune Priest
Jaws Of The World Wolf
Murderous Hurricane
Runic Armor
Storm Bolter
Chooser of the Slain
133
B (acts as seargants for C,D,E,F)
4 Wolf Guard
4 Combi Meltas
4 Power Fists
173
C
8 Grey Hunters
Meltagun
Drop Pod
Wolf Standard
Power Fist
Mark of the Wulfen
210
D
9 Grey Hunters
Meltagun
Drop Pod
Wolf Standard
Power Fist
Mark of the Wulfen
225
E
9 Grey Hunters
Meltagun
Drop Pod
Wolf Standard
Power Fist
Mark of the Wulfen
225
F
9 Grey Hunters
Meltagun
Drop Pod
Wolf Standard
Power Fist
Mark of the Wulfen
225
G
1 Land Speeder
Multi-Melta
Heavy Flamer
70
H
1 Land Speeder
Multi-Melta
Heavy Flamer
70
I
1 Land Speeder
Multi-Melta
Heavy Flamer
70
J
Whirlwind
85
1485
This list is very much supposed to be just taking it directly to the enemy; having the grunt to cause significant damage against pretty much anything whether in close combat or close quarters (using this properly should negate ranged based advantages), while being able to take it back. Drop pods and either deep striking or hiding the land speeders means I shouldn't get caught making the second move against anyone; the real issue would be drop podding in against an overwhelming force, which simply means I'll have to take care picking and choosing my targets. The Whirlwind is very much an afterthought; I had 100 points to fill and wasn't sure what to fill it with. In theory it'll be able to just hide behind something big near the back of my side of the board, provide decent anti infantry cover. The castellan inferno cover ignoring missiles should prove strategically useful if I'm having to drop pod in against dug in IG/Orks/Nids, and won't be missed too much if it goes poof due to an unfortunate coincidence. I also deliberately ignored the 2x10 missile launcher Long Fangs option; while it's perfectly possible that they could bag tanks, my reason is they'll be sitting ducks for anything that can get back there unless I leave resources of my own back there to defend them, which is extremely undesirable; in my eyes this makes trading the 10 krak/frag missiles per turn for one whirlwind barrage and 3 multimelta, 3 heavy flamer shots a turn worth it; heavy flamer templates don't scatter and I count 11 meltaguns on this list (only 4 of them combis), so anti tanks hopefully shouldn't be a problem. Finally, the hassle of actually getting 10 missile launcher marines would be ridiculous (I think you only get one per pack of devastators); doubly so in Australia, where prices are sky high and many people on ebay aren't necessarily cool with shipping things all this way. 3 land speeders and a whirlwind would probably end up being financially cheaper.
If I'm doing something wrong, or you've got a better replacement for either the land speeders or the whirlwind, please advise.
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This message was edited 1 time. Last update was at 2012/01/09 04:48:17
DQ:90SG+M-B--I--Pw40k05#++D+++A+/mWDR+T(T)DM+ |
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![[Post New]](/s/i/i.gif) 2012/01/11 04:34:24
Subject: Space Wolf 1500 Take Two.
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Ferocious Blood Claw
Adelaide, Australia
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So either this list is not bad, or so horrifyingly bad that nobody can begin to tackle it?
FYI, one more time around has caused me to drop Mark of the Wulfen from the four grey hunter squads, and also drop the whirlwind, and replace it with a Vindicator with a dozor blade, siege shield and extra armor. A predator is probably still a partially better option again in some ways, but I doubt I'm lacking in anti tank weaponry and there's no way a predator can match a str 10 ap 1 ordinance template a turn.
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DQ:90SG+M-B--I--Pw40k05#++D+++A+/mWDR+T(T)DM+ |
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![[Post New]](/s/i/i.gif) 2012/01/11 05:54:41
Subject: Space Wolf 1500 Take Two.
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Fresh-Faced New User
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I've never played a drop podding/deepstriking list of any variety before so I can't really comment too much, but as a SW player I swear by mark of the wulfen - why did you feel the need to remove it?
As for the heavy support choice, other people might dispute me on this, but just one vehicle (and I'm ignoring the drop pods when I say this) isn't enough I don't think. Far too easy to remove it. I'd probably have a couple of squads of ML long fangs instead, or another vehicle in the back there with it.
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![[Post New]](/s/i/i.gif) 2012/01/11 07:31:52
Subject: Re:Space Wolf 1500 Take Two.
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Regular Dakkanaut
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You could drop the power fists from the regular Grey Hunter squads since you already have powerfists on on the wolf guard, drop the whirlwind and take 2 x 5 man squads of wolf scouts with meltagun lead by wolf guard with powerfists and combimeltas - much more useful for coming on and supporting your drop pods imo than a whirlwind and your grey hunter squads will still pack plenty of cc punch with 10 guys a standard / motw and a powerfist wolf guard.
something like
1500 Pts - Space Wolves Roster
Total Roster Cost: 1496
HQ: Rune Priest in Power Armour (1#, 133 pts)
1 Rune Priest in Power Armour, 133 pts = (base cost 100 + Storm Bolter 3) + Chooser of the Slain 10 + Runic Armour 20
Troops: Grey Hunters Pack (9#, 195 pts)
7 Grey Hunters Pack, 145 pts = 7 * 15 (base cost 15) + Mark of the Wulfen 30 + Wolf Standard 10 + Power Weapon 15
1 Grey Hunter w/ Mark of the Wulfen, 15 pts
1 Drop Pod, 35 pts
Troops: Grey Hunters Pack (10#, 200 pts)
8 Grey Hunters Pack, 150 pts = 8 * 15 (base cost 15) + Mark of the Wulfen 30 + Wolf Standard 10 + Meltagun 5
1 Grey Hunter w/ Mark of the Wulfen, 15 pts
1 Drop Pod, 35 pts
Troops: Grey Hunters Pack (10#, 200 pts)
8 Grey Hunters Pack, 150 pts = 8 * 15 (base cost 15) + Mark of the Wulfen 30 + Wolf Standard 10 + Meltagun 5
1 Grey Hunter w/ Mark of the Wulfen, 15 pts
1 Drop Pod, 35 pts
Troops: Grey Hunters Pack (10#, 200 pts)
8 Grey Hunters Pack, 150 pts = 8 * 15 (base cost 15) + Mark of the Wulfen 30 + Wolf Standard 10 + Meltagun 5
1 Grey Hunter w/ Mark of the Wulfen, 15 pts
1 Drop Pod, 35 pts
Elite: Wolf Guard Pack (6#, 258 pts)
1 Wolf Guard Pack, 0 pts
1 Wolf Guard in Power Armour, 43 pts = (base cost 18 + Combi-Meltagun x1 5 + Power Fist x1 20)
1 Wolf Guard in Power Armour, 43 pts = (base cost 18 + Combi-Meltagun x1 5 + Power Fist x1 20)
1 Wolf Guard in Power Armour, 43 pts = (base cost 18 + Combi-Meltagun x1 5 + Power Fist x1 20)
1 Wolf Guard in Power Armour, 43 pts = (base cost 18 + Combi-Meltagun x1 5 + Power Fist x1 20)
1 Wolf Guard in Power Armour, 43 pts = (base cost 18 + Combi-Meltagun x1 5 + Power Fist x1 20)
1 Wolf Guard in Power Armour, 43 pts = (base cost 18 + Combi-Meltagun x1 5 + Power Fist x1 20)
Fast Attack: Land Speeder Squadron (1#, 70 pts)
Fast Attack: Land Speeder Squadron (1#, 70 pts)
Elite: Wolf Scouts Pack (5#, 85 pts)
5 Wolf Scouts Pack, 85 pts = 5 * 15 (base cost 15) + Meltagun 10
Elite: Wolf Scouts Pack (5#, 85 pts)
5 Wolf Scouts Pack, 85 pts = 5 * 15 (base cost 15) + Meltagun 10
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![[Post New]](/s/i/i.gif) 2012/01/11 20:57:21
Subject: Re:Space Wolf 1500 Take Two.
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Veteran Wolf Guard Squad Leader
Pacific NW
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azala, you may want to edit your post. The point costs being listed are in violation of the forum rules (a CYA due to GW IP enforcement).
I second azala, drop the Power Fists on the Grey Hunters. Its too expensive for what turns into a one attack weapon in subsequent combat rounds. I'd downgrade it to a Power Weapon personally (looks like azala did too, in one pack at least).
I'd also drop the Runic Armor and Storm Bolter from the Rune Priest. Runic Armor is too expensive when there are more AP2 weapons than AP3 and you don't have an Invulnerable save. Better to spend 5 points on the Wolf Tail talisman. Also almost all psychic powers are shooting powers so you won't use the Storm Bolter. And while he isn't great against anything stronger than a vanilla space marine, the loss of a power weapon attack in combat isn't worth it either.
If you are Drop Podding, definitely replace Long Fangs with Land Speeders and Dreadnoughts. I swear by Wolf Scouts, but I'd take at least one Dreadnought, probably with a Multi-Melta and Heavy Flamer. You usually won't regret it.
I'd also tweak things so you have a Wolf Guard unit with two Terminators with Assault Cannons/Cyclone Missile Launchers and a Wolf Lord with Saga of the Majesty. Something like this:
The way this works:
1. The x2 Wolf Guard w/ Combi-Melta/Wolf Claw/Meltabombs split off to lead the Wolf Scouts who then Outflank.
2. The x1 Wolf Guard w/ Combi-Melta/Bolt Pistol splits off to lead the third Grey Hunter pack, which is only 9 man.
3. The Wolf Lord and remaining Wolf Guard stick together and all fit in a Drop Pod.
4. The Land Speeders can Deep Strike or if the terrain is favorable or you are going first, just deploy out of line of sight on the table, ready to swoop in and support your initial Drop Pods.
The Wolf Lord has Saga of the Majesty since you are taking two 10 man Grey Hunter Packs. Falling back or going to ground would be disastrous for your army so its important to be able to re-roll this. Turn 1 I would drop in the Wolf Lord and Wolf Guard and the 9 Man Grey Hunter pack. The two Assault Cannons should be able to hit the flank of an enemy vehicle and the Meltaguns should hopefully be in Melta range for the Grey Hunters, to mop up whatever the Land Speeders couldn't pop (I'd start shooting with the Speeders).
On the next two turns your Scouts and remaining Drop Pods should arrive. Putting a lot of pressure on the enemy.
All reserve lists require some luck, but this could be fun!
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![[Post New]](/s/i/i.gif) 2012/01/12 06:07:10
Subject: Space Wolf 1500 Take Two.
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Ferocious Blood Claw
Adelaide, Australia
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Already ruled out ML long fangs due to availability, and I've got the 3 land speeders that should also prove more attractive targets, as rolling 2D6 on the armor penetration table makes the demolisher cannon the least dangerous major gun on the table against other vehicles (only pick the highest result of 2D6 instead of adding them both together), hopefully allowing it to be free to pulp infantry.
Dropped Mark of the Wulfen because I'm not aiming to actually get into combat, just get close. Although I might be able to switch the Powerfist>Power weapon and buy mark of the wulfen with the points I have left over from that.
No storm bolter, replace with power weapon, replace runic armor with wolf tail talisman? I don't want to switch to a Wolf Lord, because like I said, aiming to just get close and shoot (and not give a damn if they assault me back). Murderous Hurricane or Jaws of the World Wolf therefore out-weights whatever awesome close combat weapon the Wolf Lord brings.
Terminators take up two spaces in a vehicle; the proposed wolf guard squad would actually be too large for the drop pod.
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DQ:90SG+M-B--I--Pw40k05#++D+++A+/mWDR+T(T)DM+ |
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![[Post New]](/s/i/i.gif) 2012/01/12 18:14:43
Subject: Re:Space Wolf 1500 Take Two.
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Veteran Wolf Guard Squad Leader
Pacific NW
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If you split the Wolf Guard off as I had noted you end up with 9 slots taken up in the Drop Pod. 4 from the two terminators and 5 from the normal Wolf guard. Leaving you one for the Wolf Lord.
Really that list was just to illustrate that with Drop Pod lists you tend to have to think differently due to the changes to deployment it makes. By all means keep a Rune Priest if you want but in the example list most of your squads are Ld 8 so the re-rolls may be useful.
And the Runic Armor to Wolf Tail Talisman was so that you'd still get a 5+ invulnerable from psychic powers. The Runic Weapon will probably nullify, but if it doesn't you get one more shot with him/his unit. Runic Armor is just too spendy considering you won't really use it much, and what you'd want it for is useless since you don't have an Invulnerable.
I think your original list would be better with a mix of Drop Pods and Rhinos, if you still want to Drop Pod. The only caveat there is you generally want 3+ drop pods, so 2 come in on the first turn.
If you drop the Power Fists from the Grey Hunters, Runic Armor and Storm Bolter from the Rune Priest you end up with 120 extra points. If you drop a single Grey Hunter from D, E, and F that puts you at 180 points total free. Leaves you able to take a Dreadnought with Heavy Flamer and Extra Armor and put it in a Drop Pod and have 15 points left over to do what you want with (I'd throw Extra Armor on the Whirlwind rather than take another Grey Hunter model personally).
This leaves you 2 Grey Hunters and a Dreadnought in Drop Pods. So you can drop a Grey Hunter pack and Dreadnought on Turn 1. Between the 4 mobile Multi-Meltas and the Melta-Guns you have a decent amount of anti-tank, while the Rhinos let you deploy some guys on the table in Dawn of War. That ends up being your favored deployment type, particularly if you have first turn.
Of course since you didn't list a Dreadnought as an available model, so that's kind of moot. I really would try to mix up the Rhinos and Drop Pods though. Doing all Drop Pods turns your games into too much of a luck-fest. You end up with half of an army on the table with the rest arriving piecemeal usually. Sometimes your lucky and a quarter to a third of your army ends up arriving on Turn 2 but you can't plan on luck for a tournament :/
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