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1850 Space Wolves (No Missile Launchers/No Thunderwolves/No Razorbacks)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Horrific Horror






I am trying to build an aggressive list that plays out like Marines in the fluff...dropping from the heavens with their guns blasting always ready to face anything in combat. I feel that with their standard CCW load out Space Wolves are the closest to this. I also feel that the additional options and attack of the Wolf Guard creates the ideal base for such an army. I have never played Space Wolves, or any Marines, on the tabletop, so I am looking for any critiques being freely given.

HQ
275 Logan Grimnar
~Big daddy himself. Not only is he the ultimate badass, but he makes Wolf Guard troops. He can hold his own in combat and is resilient. His 'The High King' rule allows him to benefit other units, specifically relentless with the Long Fangs (or preferred enemy with the Terminators).
125 Rune Priest (Terminator Armor/Storm Caller/Jaws of the World Wolf)
~He is here as both psychic defense as well as to throw out Jaws, which is too good to not take. I gave him Storm Caller so that he can get a few squads cover saves in case my opponent forces me to go first. I also considered Murderous Hurricane, but I feel based on how he will be used (with the Terminators) I do not feel it would get as much use.

Elite
85 Wolf Scouts [5] (Meltagun)
85 Wolf Scouts [5] (Meltagun)
~They will be usually placed in reserve. The essentially create a danger zone around the entire board edge for any AV units due to their ability to come in even off my opponent's board edge.

Troops
64 Wolf Guard [3] (Combi-Melta/Combi-Melta)
~Two will go with Scouts and one with the nine man Wolf Guard squad. They should never give up a kill point as they never should be deployed as their own unit.
247 Wolf Guard [4] (Terminator Armor/Storm Shields/Wolf Claw Each/Drop Pod)
~This is the rock unit. They are their to fight other combat units as well as soak up punishment. The Rune Priest will typically deploy with them, and their survivability increases his.
257 Wolf Guard [9] (3 with Wolf Claw/3 with Combi-Melta/Drop Pod)
285 Wolf Guard [10] (3 with Wolf Claw/4 with Combi-Melta/1 with Combi-Flamer/Drop Pod)
285 Wolf Guard [10] (3 with Wolf Claw/4 with Combi-Melta/1 with Combi-Flamer/Drop Pod)
~The meat and potatoes. War gear explains their purpose; drop in, kill vehicle. They can handle themselves in combat fairly well between 3+ armor and Wolf Claws.

Heavy Support
150 Long Fangs [5] (4 Multimeltas/Drop Pod)
~They go with Logan. They can shoot when they arrive because Logan gives them relentless.

Total Points: 1848


The biggest weakness is the generic issues with drop pod armies, which can be overcome with enough tactics. Hordes could also be a steep climb. In the current meta though this army could wreck havoc and I think it looks far more potent on paper than a standard Loganwing. One possible option also is to take out a ten man Wolf Guard squad and put in three land speeders. This gives more individual melta carriers as well as flamers. The downside is less scoring models and various deployment worries they can cause.

Thoughts?

 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

Two major things:

1) When using Drop Pods, you really need to fill them up as much as possible. You can't assault the first turn so you will be sitting in the open. Your ranged capabilities need to be as strong as possible and you need to be able to suffer casualties.

2) Space Wolves don't get many options for heavy weapons, so skipping them when they are available is ill advised. It would behoove you to take them whenever and where ever possible.

I'd tweak your list like so:

Spoiler:

HQ
275 Logan Grimnar
125 Rune Priest (Terminator Armor/Storm Caller/Jaws of the World Wolf)

Elite
85 Wolf Scouts [5] (Meltagun)
85 Wolf Scouts [5] (Meltagun)

Troops
295 Wolf Guard [5] (x4 Terminator Armor/x2 Storm Shield and Wolf Claw/x1 dual Wolf Claw/1 with Assault Cannon, Terminator Armor, Chainfist/Drop Pod)
247 Wolf Guard [9] (1 with Combi-Melta/1 with Assault Cannon, Terminator Armor, Chainfist/Drop Pod)
247 Wolf Guard [9] (1 with Combi-Melta/1 with Assault Cannon, Terminator Armor, Chainfist/Drop Pod)
315 Wolf Guard [10] (2 with Combi-Melta/2 with Assault Cannon, Terminator Armor, Chainfist/Drop Pod)

Heavy Support
175 Long Fangs [6] (6 Multimeltas/Drop Pod)

Total Points: 1849


Both Combi-Meltas from the 315 point pack split off to lead the Wolf Scouts. Your Drop Pod will be at max capacity and you gain two Assault Cannons in that one pod. Since you are lacking in any form of anti-dreadnought in combat outside of Logan, putting Chainfists on the few terminators you bring would be a good idea.

Two other units were tweaked to fit in an Assault Cannon in each. I left them each a single Combi-Melta since they don't have as many Assault Cannon shots, plus you may need something more reliable if someone has AV14 facing you that you need to deal with immediately.

Your "rock unit" is lacking in wound allocation capabilities. Wound allocation goes an incredibly slowed long way to increasing survivability which is why you see so many people do it. On top of that, this is yet another chance to take a heavy weapon! Simply bump up a naked Wolf Guard to split off to join the Long fangs and you get yet another Assault cannon. This costs you no major loss in combat capability.

Also, Storm Shields are good and expensive. But you don't need very many. Most enemy units will have 1-2 models with power weapons, so you won't have a whole lot of invulnerable saves you need to take. From shooting, AP2 is low as well. Most units only have 1-2 AP2 weapons so you usually take only 2-3 AP2 shots per enemy unit, for the ones that even have the capability. And you'll have other units on the table to annoy them with.

Assault Cannons really would help your list out. Against move vehicles they are effective, and they are excellent against infantry. The Combi-Meltas are only single shot weapons so if you wiff it you need something else that can keep firing to pop whatever vehicles you need. Flat out, your original list doesn't have the staying power with anti-tank. Your Long Fangs were the only ones that could keep firing, and after Turn 1 they probably won't be alive if the enemy is full mech.

Speaking of Long Fangs, 25 points is a cheap investment for an extra wound and extra Multi-Melta shot. So no reason to skip this.

All that said, you only have 3 pods coming down on turn one, both in your list and in my tweaked version. Wolf Guard, in my opinion, are not the best way to do this. I'd still bring Logan but I wouldn't make it Loganwing just because you can. A decked out 8 man Grey Hunter pack in Drop Pod costs only 200 points. Bump it up to 10 man and its 230. You can work it out to get 5 pods down on Turn 1 if you are clever, leaving you 4-5 to reinforce you.

But up to you in the end. Against many opponents I don't see your list having too many problems, but only if you bring more reliable/lasting anti-tank.

   
 
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