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Made in us
Veteran Wolf Guard Squad Leader




Pacific NW


Headquarters

Rune Priest (110 points)
1 with Power Armor, Runic Axe, Bolt Pistol, Frag and Krak Grenades, Chooser of the Slain, Living Lightning, Stormcaller

Wolf Priest (115 points)
1 with Power Armor, Bolt Pistol, Crozius Arcanum (Power Weapon), Frag and Krak Grenades, Wolf Tail Talisman, Wolf Amulet, Fang of Morkai, Saga of the Hunter

Elite

Wolf Guard Pack (245 points)
1 with Power Armor, Combi-Melta, Wolf Claw, Frag and Krak Grenades
1 with Power Armor, Combi-Flamer, Power Fist, Frag and Krak Grenades
1 with Terminator Armor, Combi-Plasma, Chainfist
1 with Terminator Armor, Combi-Plasma, Wolf Claw
1 with Terminator Armor, Assault Cannon, Power Weapon

Wolf Scout Pack (100 points)
1 with Scout Armor, Meltagun, Close Combat Weapon, Mark of the Wulfen, Frag and Krak Grenades
4 with Scout Armor, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades

Troop

Grey Hunters Pack (170 points)
2 with Power Armor, Plasma Gun, Close Combat Weapon, Bolt Pistol, Frag and Krak Grenades
1 with Power Armor, Bolter, Close Combat Weapon, Bolt Pistol, Frag and Krak Grenades, Wolf Standard
7 with Power Armor, Bolter, Close Combat Weapon, Bolt Pistol, Frag and Krak Grenades

Grey Hunters Pack (170 points)
2 with Power Armor, Plasma Gun, Close Combat Weapon, Bolt Pistol, Frag and Krak Grenades
1 with Power Armor, Bolter, Close Combat Weapon, Bolt Pistol, Frag and Krak Grenades, Wolf Standard
7 with Power Armor, Bolter, Close Combat Weapon, Bolt Pistol, Frag and Krak Grenades

Grey Hunters Pack (170 points)
2 with Power Armor, Plasma Gun, Close Combat Weapon, Bolt Pistol, Frag and Krak Grenades
1 with Power Armor, Bolter, Close Combat Weapon, Bolt Pistol, Frag and Krak Grenades, Wolf Standard
7 with Power Armor, Bolter, Close Combat Weapon, Bolt Pistol, Frag and Krak Grenades

Blood Claws Pack (225 points)
15 with Power Armor, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades

Fast Attack

Thunderwolf Cavalry (175 points)
1 with Power Armor, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades
1 with Power Armor, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades, Meltabombs
1 with Power Armor, Bolt Pistol, Wolf Claw, Frag and Krak Grenades

Heavy Support

Long Fangs Pack (155 points)
1 with Power Armor, Close Combat Weapon, Bolt Pistol, Frag and Krak Grenades
3 with Power Armor, Close Combat Weapon, Heavy Bolter, Frag and Krak Grenades
2 with Power Armor, Close Combat Weapon, Lascannon, Frag and Krak Grenades

Long Fangs Pack (115 points)
1 with Power Armor, Close Combat Weapon, Bolt Pistol, Frag and Krak Grenades
4 with Power Armor, Close Combat Weapon, Missile Launcher, Frag and Krak Grenades


General Strategy:
  • Blood Claws with an attached Wolf Guard (one with a Power Fist type weapon) led by the Wolf Priest will deploy at the front.

  • Two Grey Hunters, each with attached Wolf Guard will be deployed just behind them.

  • I will probably have the Rune Priest lead one of those packs as well and be a far enough forward to give the Blood Claws the benefit of Storm Caller if I need to.

  • The other Grey Hunter pack will probably have the attached Assault Cannon.

  • Thunderwolf Cavalry will be between the Grey Hunter packs and behind the Blood Claws. I will be able to make a hole for them to get out and charge when I need them to.

  • The third Grey Hunter pack will either hold the rear with the Long Fangs or also advance, depends on Objectives.

  • Wolf Scouts will Infiltrate/Outflank (against CSM, probably Outflank)

  • Long Fangs, Assault Cannon, and possibly Rune Priest (depending on need) will target enemy vehicles.


  • That's the idea anyways. I will be playing this list against CSM soon. If it doesn't do too badly against my CSM opponent I'll be having a BA opponent later this week who will either be running a DoA or mech list. My 'usual' lists are very similar to this one and they perform well enough against BA and Eldar.

    I'm not entirely happy with it, but don't expect it to perform terribly. The Blood Claw screen I think will be better than Fenrisian Wolves, plus I'd have to proxy something fierce to do Fenrisian Wolves. Its definitely cheaper than running a 4th Grey Hunter pack and 15 Wolves. I only need 8 of them to survive to the enemy (that's 32 attacks roughly) and I figure 17 models, 18 wounds, with 3+/4++ at the worst can make it. The real workhorse is of course the Grey Hunters.

    CSM will probably bring Obliterators and a Defiler. He almost always takes a 5 man unit of Raptors (with mark of Slaanesh) with a Jump Pack equipped Chaos Lord, typically with Mark of Slaanesh and a Daemon Weapon. As usual, I'm going to try to not let those touch me and will probably have to sac a unit into them since I don't have my Wolf Lord or a Lone Wolf this time.

    Not sure what else he'll bring. I've faced everything in the Codex at some point in the past so its all up in the air.

    Against Blood Angels I'm not sure how the Blood Claws will fair. Probably Not Good, but really they are there to take the hits so we'll have to see. I'm pretty good about denying charges to him.

    I have a grudge match against Eldar I may use this list in as well. I essentially tabled him without losing most of my army so he's a bit mad about that (lucky rolls, his Fire Prisms got one shot between them and it scattered off my unit and every one of his vehicles was immobilized or destroyed by the end of the game on turn 6; most of his army wasn't able to even shoot at me most of the game).

    So aside from the obvious criticisms ("take Rhinos, take Razorbacks, take nothing but Missile Launchers") what criticism is there for this list? Its far from the best I've ever done so that's probably why I'm a bit sour about it.

       
    Made in us
    Ork Boy Hangin' off a Trukk




    Los Angeles

    I like it. The only thing I would suggest is that you either reduce the size of one of the GH packs and add more wolf guard or cavalry, or find the points for an additional GH pack of only 5 marines. If you do have to hold an objective, using one of your existing GH packs is a lot of combat power that might not see action for much of the game. Other than that, it looks like a cool list that most people playing a SW opponent won't expect to see.

    BB

    5000
    2000
     
       
    Made in ie
    Stern Iron Priest with Thrall Bodyguard





    Ireland

    Interesting list, your BC would probably do ok against BA so long as they got the charge (assuming there is a sang priest nearby) otherwise might be in trouble.
    I am not sure the thunderwolves will be surviving too well they may need 1 stormsheild but they'll be fine until they hit cc.
    You know me and plasma but there is so much of it in there I think it will take enough out to shut me up for a long time.

    Just on the long fangs, will the heavy bolters have the range for late in the game or will they be doing anything for the 1st two turns in dawn of war(may have the wrong name, the one where you deploy 1hq and troops and everything else comes in the 1st turn)?

    With the number of troops he has he can probably cycle back a weakend squad to hold the objective rather then sticking in a 5 man squad that would be more likely to be blasted off the board then the full squad you invision sitting there. The 24" range of the gh will mean they are doing something while sitting on their laurels.


    It's not the size of the blade, it's how you use it.
    2000+
    1500+
    2000+

    For all YMDC arguements remember: http://www.youtube.com/watch?v=8vbd3E6tK2U

    My blog: http://dublin-spot-check.blogspot.ie/ 
       
    Made in ca
    Trustworthy Shas'vre




    My thoughts:

    1) Plasma should be Melta. Plasma is nice, but it doesn't kill tanks and other vehicles. Missiles have a chance at cracking tanks, but Melta in close does much, much better. The as Cannons on the Long Fangs are way too expensive for the effect you get, best to turn them into missile launchers and rely on Melta. I'd suggest swapping heavy bolters for missiles as well. The missiles are just to versatile and cost effective not to take.

    2) Go with a Cyclone Missile Launcher instead of an Assault cannon on that last Termi. He gets longer range, more fire power, the ability to engage area targets with frags and he still gets to use his stormbolter to all for the same price.

    3) Swap out the Blood Fangs for something faster. You already have 1 cavalry unit and the Scouts, but the vast majority of your force is going to be pretty slow in getting across the table. So you need something that moves. Either a second cavalry unit or maybe a bike squad with the Wolf Priest tacked on to them. If you go with a second cavalry i might be tempted to ditch the wolf priest either for a second rune priest or to throw the points around.

    4) On the wolf priest, Saga of the Hunter really doesn't help with your plans, ditch it.

    Tau and Space Wolves since 5th Edition. 
       
    Made in us
    Veteran Wolf Guard Squad Leader




    Pacific NW

    @ Jefffar:

    Yea, I'm sticking with the Plasma. AV 11 and AV 12 are the two most common armor values I deal with regularly and I've had no problems using Plasma to handle them. Believe me, I've done the math and I've played the games using both. If I were in a Rhino I might change my mind, but on foot I'm not getting in Melta range easily. The AP1 is nice but I've been neautralizing enemy vehicles without issue so I'm not trading off the killing power.

    Also, I understand the "all ML" arguments for the Long Fangs. As I said in the OP, I'd like other arguments than that. Doing that to free up points for something else to help the list is okay if you give specific examples, but the blank statement itself is useless to me.

    Not a fan of CML. The Krak missiles always miss or do nothing for me. Don't know what it is. Statistically it should be helpful and one should do something. Doesn't work out that way. The Assault Cannon has been shredding vehicles and infantry more reliably for me. Plus a 30" range (6" movement + 24") isn't that bad. I'm usually in range all game long.

    By Blood Fangs I assume you mean the Blood Claws This is a foot list as mentioned in the title. Been playing some variation of this for a while now. Mobility is not an issue. True, I needed a rapid response force but that's the Cavalry. The so-called "counter charge" unit. While in Annhilation games I sometimes wish I could move faster, in Objective based games I'm fine. Even Spearhead Capture I can get to the enemy objective unless they throw units into mine to slow me down (which is usually fine by me).

    Saga of the Hunter gives me Stealth. That makes Storm Caller a 4+ save in the open and most other cover saves a 3+. Given I'm on foot and not in a metal box, its worth it. I'd even pay for it if it were 20-25 points.

    @ liturgies of blood:

    Thunderwolves should be fine since they are behind my other units. The models are big, but shorter than a Dreadnought and a Dreadnought can usually get a 4+ save from power armored marines if you screen him. So I'm not too worried about shooting. What I am worried about is not taking my WGBL w/ Frost Blade with them. This will be the first time they won't have 5+ S6 I5 power weapon attacks in combat. Culling the I4 attacks they take generally carries them through. We'll see how it goes.

    Table is 48" wide and they got a range of 36". All gets down to deployment and where the objectives are. Usually I can place it so that they can open fire on Turn 1. Sometimes its not until turn 2. I like having Lascannons for AV 14 and since they are spendy and I don't like losing Lascannons the trade off with anti-infantry was pretty handy. Plus you'd be surprised at how much damage 3 heavy bolters can do to Space Marine armies.

    Really, the Blood Claws are an expensive screen. But 55 points for 5 more bodies and 2 less Plasmaguns on the table seems an okay tradeoff to me. I just may be throwing too many supporting units (read: the Wolf Priest/Rune Priest combo) to make the idea "better" without giving me any real benefit.

    At the same time, a 4+ save from a Basilisk is nice...

       
    Made in ie
    Stern Iron Priest with Thrall Bodyguard





    Ireland

    @jeffar
    I personally don't see why the blood claws should be taken out for a set of poor quality bikers, the bikes are a little tougher but they don't offer anything like the same screen to the other squads, the point is that the BC are a nice bit of ablative armour on the tip of a spearhead.


    @ cowmanaut
    No i get why the blood claws are there, i'd rather use them as a screen then a gh squad, the gh can follow up and really do some damage, while the poor BC just get to die a little.

    The point about a 5 man squad was for beerbeard, I think the army has promise, I may try this out sometime, I'll have most of the numbers when I finish out my 1750 list.

    It's not the size of the blade, it's how you use it.
    2000+
    1500+
    2000+

    For all YMDC arguements remember: http://www.youtube.com/watch?v=8vbd3E6tK2U

    My blog: http://dublin-spot-check.blogspot.ie/ 
       
    Made in ca
    Trustworthy Shas'vre




    The Swift Claws were to help hit the enemy shooting units fast and ahrd early to take them out of the picture while the grey Hunters advance.

    Tau and Space Wolves since 5th Edition. 
       
    Made in us
    Veteran Wolf Guard Squad Leader




    Pacific NW

    Yea, doesn't work that way. If they go off on their own they don't have any support from the rest of the army really. Their shooting isn't spectacular so driving around isn't going to be very helpful, and if they get in combat the enemy would be able to just throw more at them than they can handle since the rest of the army is still advancing. I don't mind throw away units but I prefer them to be more useful.

       
     
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