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Hi,
I just bought the Space Wolves box and I tried to write this list.
7x Grey Hunters, meltagun, power fist, mark of the Wulfen, wolf standard. Wolf Guard terminator, combi-melta, chainfist
Wolf Priest, wolf tooth necklace, wolf tail talisman, melta bombs
Drop pod with Deathwind missile launcher
8x Grey Hunters, meltagun, power fist, mark of the Wulfen, wolf standard. Wolf Guard, combi-melta, power fist, melta bombs
Rune Priest Master of Runes, Wolftooth necklace, Wolf tail talisman, chooser of the Slain, plasma pistol
Rhino
5x Grey Hunters, meltagun, power fist, mark of the Wulfen. Wolf Guard, combi-melta, power fist, melta bombs
Razorback with twin lascannon
4x Swiftclaw Bikers, flamer, powerfist. Swiftclaw Attack Bike with multimelta. Wolf Guard, Space Marine Bike, power fist, melta bombs
5x Long Fangs, 2x missile launcher, 2x Heavy bolter. Wolf Guard terminator, cyclone missile launcher
Looks like a decent start, but there a few things you might want to swap around and/or change:
Master of Runes on a Rune Priest is generally considered to be wasted points, as while it allows you to cast two spells a turn, you can't cast two shooting spells a turn, as he could still only ever shoot once. This forces you to either take a shooting spell and a "Support" spell, or not use the MOR to its advantage. Similarly, giving the RP a Plasma Pistol is a waste, as you generally want to be casting a shooting spell rather than firing the pistol. (Consider a cast of Living Lightning, which is Str7 AP5 Unlimited Range D6 shots, vs a 12" Str 7 AP 2 Pistol.) Also, given his WS of 5, I find the WTT to be wasted, but the wolftooth necklace is decent if you are really worried about enemy Psykers. What powers were you considering for him?
The single Drop Pod is generally frowned upon as it practically delivers two kill points directly into your enemy's line, without much in the way of backup. Consider going all or none when it comes to drop pods.
I have yet to use a Wolf priest, but a favored tactic for them is to stick them with (blood)(swift)(sky)claws, as their rerolls on the charge will often offset their lower WS of 3.
The WG Terminator with CML in the LF is a fantastic place for him, but consider giving all of the LF's Missiles. They're too good and versatile to ignore.
You also might want to think about saving some points in your GH squads. They pay more for Power Fists than their WG counterparts, and still only have 1 attack. Doubling up on Power Fists sounds fearsome, but is a large drain on points while not being very efficient.
Side effects of worshiping Papa Nurgle include (and are not limited to): Boils, scabs, internal bleeding, external bleeding, bleeding from the gums, eyes and ears, sweating, dehydration, furuncles, rash, pus-filled sores, nausea, vomiting, bloody vomit, black vomit, black & bloody vomit, sneezing, runny nose, dry nose, coughing, dry cough, wet cough, not-so-dry-but-still-raspy coughing, fever, hay fever, athlete's foot, athlete's arm, swimmer's ear, farmer's tongue, drowsiness, sleepiness, insomnia, mad cow disease, mad postal worker disease, loose bowels, constipation, anal leakage, and blood clotting. In most cases side effects were generally in the extreme and permanent. Consult your local cultist before worshiping Nurgle.
most of the problems you have highlighted are modelling problems: At the moment I don't have enough missile launchers, the metal Rune Priest comes with a plasma pistol and the Space Wolves battlebox includes a Drop Pod.
I know that WG power fist is cheaper, but I think that 5 attacks on the charge are still better than 3.
Farseer M wrote:the metal Rune Priest comes with a plasma pistol
I'm not sure how many models you put together from the Battleforce Box already, but you should have a bolt pistol arm or two leftover. Its not too hard to trim the gun (and hand) off and replace the plasma pistol with the bolt pistol. It might look a little silly until you paint it, but after that you can hardly tell the difference.
Farseer M wrote:I know that WG power fist is cheaper, but I think that 5 attacks on the charge are still better than 3.
True, but those points could also be used for more troops/bodies, which references the more favored "boys before toys" mindset of play.
Also, with the battleforce, don't neglect the Wolf Scouts. A small 5 man group with a Meltagun is surprisingly deadly, especially when arriving on the opposing side of the board. I sometimes give one of them Mark of the Wulfen as well, making them both a relatively dangerous assaulting and shooting squad.
Side effects of worshiping Papa Nurgle include (and are not limited to): Boils, scabs, internal bleeding, external bleeding, bleeding from the gums, eyes and ears, sweating, dehydration, furuncles, rash, pus-filled sores, nausea, vomiting, bloody vomit, black vomit, black & bloody vomit, sneezing, runny nose, dry nose, coughing, dry cough, wet cough, not-so-dry-but-still-raspy coughing, fever, hay fever, athlete's foot, athlete's arm, swimmer's ear, farmer's tongue, drowsiness, sleepiness, insomnia, mad cow disease, mad postal worker disease, loose bowels, constipation, anal leakage, and blood clotting. In most cases side effects were generally in the extreme and permanent. Consult your local cultist before worshiping Nurgle.
Also, with the battleforce, don't neglect the Wolf Scouts. A small 5 man group with a Meltagun is surprisingly deadly, especially when arriving on the opposing side of the board. I sometimes give one of them Mark of the Wulfen as well, making them both a relatively dangerous assaulting and shooting squad.
Word up on that AreTwo! Wolf Scouts are one of my favorite units. Behind enemy lines makes them especially dangerous/annoying for any opponent. It's a threat that they can't ignore if you throw on a wolf guard with a combi-melta that will give them one more shot at tank busting.
Good news to everyone!!
I just discovered that the Rune Priest comes in a 3 components model, so I exchanged the PP with a bolt pistol.
So following your advice, this is my modified army list
7x Grey Hunters, meltagun, mark of the Wulfen, wolf standard. Wolf Guard terminator, combi-melta, chainfist
Wolf Priest, wolf tail talisman, melta bombs
Drop pod with Deathwind missile launcher
8x Grey Hunters, meltagun, mark of the Wulfen, wolf standard. Wolf Guard, combi-melta, power fist, melta bombs
Rune Priest Master of Runes, Wolftooth necklace, Wolf tail talisman, chooser of the Slain
Rhino
5x Grey Hunters, meltagun mark of the Wulfen. Wolf Guard, combi-melta, power fist, melta bombs
Razorback with twin lascannon
3x Swiftclaw Bikers, flamer, powerfist. Swiftclaw Attack Bike with multimelta. Wolf Guard, Space Marine Bike, power fist, melta bombs
5x Wolf Scouts, meltagun, mark of the wolves
6x Long Fangs, 3x missile launcher, 2x Heavy bolter. Wolf Guard terminator, cyclone missile launcher
Grand total 1498 points
Is this OK?
This message was edited 1 time. Last update was at 2012/01/11 15:15:56
Depending on what psyker powers you take for your Rune Priest, you still might want to reconsider taking the Master of Runes upgrade, but otherwise I'd say it looks like a fun list.
Side effects of worshiping Papa Nurgle include (and are not limited to): Boils, scabs, internal bleeding, external bleeding, bleeding from the gums, eyes and ears, sweating, dehydration, furuncles, rash, pus-filled sores, nausea, vomiting, bloody vomit, black vomit, black & bloody vomit, sneezing, runny nose, dry nose, coughing, dry cough, wet cough, not-so-dry-but-still-raspy coughing, fever, hay fever, athlete's foot, athlete's arm, swimmer's ear, farmer's tongue, drowsiness, sleepiness, insomnia, mad cow disease, mad postal worker disease, loose bowels, constipation, anal leakage, and blood clotting. In most cases side effects were generally in the extreme and permanent. Consult your local cultist before worshiping Nurgle.
The revised list isn't really that bad, but there are definitely ways to improve it.
7x Grey Hunters, meltagun, mark of the Wulfen, wolf standard. Wolf Guard terminator, combi-melta, chainfist
Wolf Priest, wolf tail talisman, melta bombs
Drop pod with Deathwind missile launcher
I'd ditch the Deathwind Missile Launcher if you haven't built it yet. Without a worthwhile AP its not really worth doubling the cost of the Drop Pod.
I'd also consider taking Saga of the Hunter on your Wolf Priest. That makes your Wolf Priest give the unit he is in Preferred Enemy, Fearless, and Stealth. Plus since they are in a pod you are upholding his oath!
8x Grey Hunters, meltagun, mark of the Wulfen, wolf standard. Wolf Guard, combi-melta, power fist, melta bombs
Rune Priest Master of Runes, Wolftooth necklace, Wolf tail talisman, chooser of the Slain
Rhino
Definitely ditch Master of the Runes. Considering how often you would actually need to use those powers (usually once per game) its just not worth it.
Your Rune Priest does not have any Invulnerable Save and is Initiative 4. In combat he will get picked apart by enemy characters or sneaky opponents who keep Power Weapons and Fists in the back. He'll just get picked apart in the assault phase and the most you could do is try to cast Storm Caller / Tempest's Wrath every turn in addition to what you would normally do. Ditch the Wolf Tooth Necklace. Against the units you can risk him in combat against, a WTN won't help. You are already WS5.
I would consider adding Saga of the Beastslayer to him. With that and the Chooser you are BS5 with re-rolls to hit against enemy vehicles and monstrous creatures. The extact targets you want to be hitting with Living Lightning.
Also, while Mark of the Wulfen has style, a Power Weapon would probably treat you better. Its more reliable. That said, you could always use both though most players I see skip out on both to save points.
5x Grey Hunters, meltagun mark of the Wulfen. Wolf Guard, combi-melta, power fist, melta bombs
Razorback with twin lascannon
I would ditch the Meltabombs on the Wolf Guard. The Power Fist will do what you need in combat (you strike rear armor, which is usually AV10). Meltabombs would be helpful against AV14, but you usually don't want to be blowing up a Land raider in the assault phase. It just means its contents are going to charge you the next turn.
I like the weapon choice on the Razorback, though normally on Razorbacks for Long Fangs. Las/Plas can be more helpful for this unit since its a little more aggressive, or is on a home unit that may have incoming enemy forces. Assault Cannons are also fun, though most people take Las/Plas for this reason.
3x Swiftclaw Bikers, flamer, powerfist. Swiftclaw Attack Bike with multimelta. Wolf Guard, Space Marine Bike, power fist, melta bombs
Again, ditch the Meltabombs. Your Power Fist can handle it. I would also ditch the Power Fist on the Biker. Its not worth its points. Replacing it with a Power Weapon would be a good alternative. The flamer I would also replace with a Meltagun. The unit is fast enough to get use out of it.
5x Wolf Scouts, meltagun, mark of the wolves
Fun unit for sure! I use one similar to this, but with Power Weapons and 2 Sniper Rifles added as well (still 5 man). The way I setup the wargear leaves me with 2 vanilla scouts to take the wounds on first and no loss of attacks in combat. It runs 36 more points expensive though so most people don't do this. I've allowed myself this one "waste" of points and have been happy with the results however.
Consider getting another Wolf Guard with Combi-Melta to lead these guys (in my army the one leading the scouts has a Wolf Claw and Meltabombs instead of a Power Fist). The extra Meltashot can mean a lot.
6x Long Fangs, 3x missile launcher, 2x Heavy bolter. Wolf Guard terminator, cyclone missile launcher
Not too bad, though most people run all Missile Launchers. I run 3 HB and 2 LC myself. Mainly use the HB as ablative wounds for the Lascannons, plus they come in handy against the contents of transports destroyed by my other units. Personally I think the variety is worth it though everyone will tell you to get 2 more Missile Launchers.
Since this is how you are going to use this Wolf Guard, so be it. I personally find the Assault Cannon does more damage, but I play a foot list and am a little aggressive with my Grey Hunters and have him lead one of those packs.
So if you make the more important changes I suggest your list would look like this:
Spoiler:
HQ
Rune Priest (125 pts) 1 w/ Chooser of the Slain, Living Lightning, Storm Caller, Wolf Tail Talisman, Saga of the Beastslayer
Wolf Priest (120 pts) 1 w/ Wolf tail Talisman, Meltabombs, Saga of the Hunter
Elite
Wolf Guard (260 pts) 1 w/ Terminator Armor, Combi-Melta, Chainfist
2 w/ Combi-Melta, Power Fist
1 w/ Combi-Melta, Power Fist, Space Marine Bike
1 w/ Terminator Armor, Storm Bolter, Power Weapon, Cyclone Missile Launcher
Wolf Scouts ( 100 pts) x5, meltagun, Mark of the Wulfen
Troop
Grey Hunters (170 pts) x7, Meltagun, Mark of the Wulfen, Wolf Standard
x1 Drop Pod
Grey Hunters (185 pts) x8, Meltagun, Mark of the Wulfen, Wolf Standard
x1 Rhino
Grey Hunters (180 pts) x5, Meltagun, Mark of the Wulfen, Wolf Standard
x1 Razorback Las/Plas
Fast Attack
Swiftclaw Bikers (140 pts) x3 Meltagun, Power Weapon
x1 Attack Bike w/ Multi Melta
Heavy Support
Long Fangs (130 pts) x6, 3x ML, 2x HB
Total Points: 1410
Gives you 90 more points to play with and everything you already listed! You can beef up your Swift Claws or Wolf Scouts.
Really, the only thing to keep in mind is what wargear can replaced when you take an upgrade (this is really important for the Wolf Scouts) and what you are already bringing. Also, your Wolf Guard is a bit spendy. Its about the right cost for a 5 man unit of Wolf Guard, but most people tend not to take that many points in Wolf Guard until 1750+ points. I think its fine though for your list. You only need 3 Troop Choices for 1500 points and you have them.
I would say your artillery is lacking a little. Maybe use those 90 extra points and invest in a second Razorback for your Long Fangs and a pack leader for the Scouts. The Long Fangs don't have to even use the Razorback for it to be useful.
Also, you seem to be making a 'mistake' that most people make, and include the Wolf Guard pack leaders in with the units they lead. I say 'mistake' because it gets you thinking about them in a very inflexible way, and they are a very flexible unit.
For example, say you take the Razorback for your Long fangs. You get Dawn of War as the deployment type. Before you deploy is when you split off your Wolf Guard. You do not have to put the Cyclone Missile launcher as a pack leader. Leave him by himself! Your Long Fangs could then ride the Razorback onto the board and get into cover on the first turn, and he can still fire off his weapons as he comes on the board.
Also, with the Wolf Scouts. You could put the Meltagun on the guy with Mark of the Wulfen and take 4 vanilla scouts. This way no one loses attacks in the assault phase. Or if you end up taking Power Weapons, the FAQ made it so you take them in addition to the Bolt Pistol and Close Combat weapon, so you could replace the Bolt Pistol/CCW with a Meltagun (or Sniper Rifle) and still get full attacks in close combat.
Farseer M wrote:
Saga of the hunter works for the character only and the Wolf Priest gives already fearless and preferred enemy to his squad. Why you would take it?
While the ability to outflank won't be conferred to the rest of the squad, they will indeed gain Stealth (+1 bonus to cover saves). Since they would be arriving by Drop Pod, however, I question how useful this would really be.
Farseer M wrote:
Reading various blog i read that MOTW is better than PW because of the D6+1 attacks. Also i read that a wolf guard must allways take melta bombs
While it depends on what you are attacking, statistically MotW is slightly better than a PW, but either option will give you slightly different results. Its not truly possible to say which is better than the other, but YMMV for either one. Also, I don't believe its truly necessary for every wolf guard to have Melta Bombs, but they are certainly handy should you come up against walkers with 12 AV front (dreadnoughts and defilers, for example.)
Farseer M wrote:
Meltagun on a bike is 1 BS3 shot, I think is better fire with a flamer.
I agree with you here, but also note that the current metagame has a majority of players running mech armies, and so the extra Meltagun may come in handy.
Farseer M wrote:
In scouts squad I lose 1 attack for the meltagun, but I have 3 group of model for wound allocation.
I would not worry too much about wound allocation for Scouts. They are there more as a surpise shock attack unit, rather than one that is expected to have any real sort of longevity.
Side effects of worshiping Papa Nurgle include (and are not limited to): Boils, scabs, internal bleeding, external bleeding, bleeding from the gums, eyes and ears, sweating, dehydration, furuncles, rash, pus-filled sores, nausea, vomiting, bloody vomit, black vomit, black & bloody vomit, sneezing, runny nose, dry nose, coughing, dry cough, wet cough, not-so-dry-but-still-raspy coughing, fever, hay fever, athlete's foot, athlete's arm, swimmer's ear, farmer's tongue, drowsiness, sleepiness, insomnia, mad cow disease, mad postal worker disease, loose bowels, constipation, anal leakage, and blood clotting. In most cases side effects were generally in the extreme and permanent. Consult your local cultist before worshiping Nurgle.