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Made in no
Boom! Leman Russ Commander






Oslo Norway

I'm struggling with deciding which codex does power armor hordes better, BA or SW's.

My 1500 BA list:
Libby, jump pack, sword, lance
Priest
Priest, jump pack, combi-melta
Priest, jump pack, combi-melta
10 Assault Marines, 2 melta, fist, infernus pistol
10 Assault Marines, 2 melta, fist
10 Assault Marines, 2 melta, fist
5 Devastators, 3 missile, 1 lascannon
5 Devastators, 3 missile, 1 lascannon
5 Devastators, 3 missile, 1 lascannon

49 bodies. Lots of deployment options. FNP on most of the army. Fast.

My 1500 SW list:
Rune Priest, lightning, jaws
5 Scouts, melta, WG, combi-melta, fist
5 Scouts, melta, WG, combi-melta, fist
10 Grey Hunters, 2 plasma, banner, wulfen, WG, termie, combi-plasma, fist
10 Grey Hunters, 2 plasma, banner, wulfen, WG, termie, combi-plasma, fist
5 Grey Hunters, melta, WG, termie, combi-melta, fist
5 Grey Hunters, melta, WG, termie, combi-melta, fist
6 Long Fangs, 5 missile
6 Long Fangs, 5 missile
6 Long Fangs, 5 missile

65 bodies. Ability to engage more targets at range. Much slower. Scouts add DZ options.


What do you think? Which is better? Anything can be done to improve the lists?

   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

It depends on your play style. Choppy or shooty. I'm partial to Blood Angels, personally.....orks in power armor.

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Made in au
Screaming Shining Spear




Australia

Instant preference to blood angels.

Alaitoc eldar 1250 points
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Made in it
Infiltrating Broodlord





Italy

Even if your SW list is actually well designed I'm too for Blood Angels.

In many games you'll be drammatically strucked with footslogging SW. BA offers you too much solutions.

Consider by the way to change a little you jp list, ie I will exchange all the LC on Devs for regular ML, drop the walking Sang. Priest and try to take another troops choice. Eventually trying to have 2 meltas+PF units and 2 flamers+PW units. Just to be even more All Comers.

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Thanks, I'll tune the BA list a bit and playtest it.

Not too worried about anti-horde, assault marines and frags should handle hordes just fine, so I don't see the need for any flamers. If I drop lascannons + priest + infernus pistol, I have 110pts to spend, enough for another 5 assault marines with a meltagun or 5 scouts with combi-melta + powerfist. Leaning towards the scouts for more DZ shenanigans.

One of the more "out there" options is to exchange the foot priest + inferno pistol for a: techmarine, jump pack, combi-melta. That way, my devs can be very tough as long as there is a ruin with great LOS in my DZ.

The other option I'm also contemplating is dropping the combi-meltas on both priests and throw a second libby in the list.

The list would then look like this:

My 1500 BA list:
Libby, jump pack, sword, FotD/lance
Libby, jump pack, sword, FotD/lance
Priest, jump pack, meltabombs
Priest, jump pack
10 Assault Marines, 2 melta, fist
10 Assault Marines, 2 melta, fist
10 Assault Marines, 2 melta, fist
5 Devastators, 4 missile
5 Devastators, 4 missile
5 Devastators, 4 missile

Trying to choose powers on my libbies make me envy the GK's even more, I want rage, sword, FotD and lance on my libbies thank you, and yes, I'll gladly pay 5pts a pop for each power after the first


   
Made in gb
Ultramarine Chaplain with Hate to Spare





I'd go with BA if doing non-mech marines. You have 2 options either FnP firebase but that lacks mobility and you're relying on shooting to table your opponent in Capture and control and likewise will struggle in Seize ground.

Or the all Jump pack assault. Which is an easy to use fairly standard list that will be seen almost everywhere there is a BA player. You've alm,ost got the idea of this list but I'd drop the Devastators as they don't sync with the list at all. Just get as many assault marines as you can. Lead them with 2 Libbies and as many priests as you can afford. Support them with Vanguard Vets - kept cheap for problem solving.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

FlingitNow wrote:Or the all Jump pack assault. Which is an easy to use fairly standard list that will be seen almost everywhere there is a BA player. You've alm,ost got the idea of this list but I'd drop the Devastators as they don't sync with the list at all. Just get as many assault marines as you can. Lead them with 2 Libbies and as many priests as you can afford. Support them with Vanguard Vets - kept cheap for problem solving.


Devs synergize very well with power armor BA spam. The pure jumpers list is hardly competitive IMO. It is too one-dimensional, it allows for very little tactics etc. Vanguard are horribly overpriced. You need firesupport

My type of list is much more adaptable to the opponent and mission at hand, and is much less likely to run into something I just can't handle.

   
Made in gb
Ultramarine Chaplain with Hate to Spare





Devs synergize very well with power armor BA spam. The pure jumpers list is hardly competitive IMO. It is too one-dimensional, it allows for very little tactics etc. Vanguard are horribly overpriced. You need firesupport

My type of list is much more adaptable to the opponent and mission at hand, and is much less likely to run into something I just can't handle.


I have to disagree. If you're against a Guard Firepower list and you're going 2nd all your Devs do is give your opponent something to shoot in the first 2 turns and they'll acheive nothing particularly without bodybags. Whilst they take away from your main thrust of the assault marines. Against any army with good longranged firepower (IG, SWs, Necrons, Orks, DE etc) your Devs are just giving your opponent target practice before the assault marines arrive, particularly if you go 2nd.

Granted against Grey Knights those Devs will come in handy and possibly against Nids. But to be honest against a good Grey Knight army BA are just all kinds of screwed anyway and against Nids having more bodies in the assault will help just as much.

You should have enough melta in the assault squads to deal with mech so you shouldn't need the fire support. The issue being that you can be denied the charge because you've dropped in melta range and popped a tank but can't assault that turn. Hence the Vanguards... Which really aren't overpriced at all in the BA codex (being 10 points hceaper than in the Vanilla codex and only scattering 1d6" making herioc intervention a near certainty rather than a blind hope).

Also I don't like the powers you've gone for. Fear the Darkness is ace but in general the things you'll really need it against it won't work against. Blood lance is ok but as stated you should have enough melta to cover for that. Whilst sword is largely pointless, rage is much more likely to swing a combat you need to win and again as stated you should have melta for dealing with AV14 all round vehicles not to mention the furious charging powerfists. Shield is a better power as it allows you to be much more flexible in your deep strike rather than having to constantly think about getting cover.

This message was edited 2 times. Last update was at 2012/02/02 15:21:38


Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

I'd vote Space Wolves, but then I play them and I play a foot list. My most regular opponent is Blood Angels (he does DoA, hybrid, and mech lists) followed by Eldar, Chaos Space Marines, Imperial Guard and Tau. Unfortunately the last 2 don't play as often and I haven't been going to the FLGS since my old haunt closed down and the new one is further away. But will be soon!

Anyways, with Blood Angels your "horde" list is really just a DoA list. or a DoA list with a few Devastators. Personally I wonder why you'd even bother with Devs, but then I don't think Missile Launchers are "so amazing" as people make them out to be (especially when you will consistently be in melta range for tanks, and against horde armies you have other options you can bring that allow for even more jump infantry).

If you don't want Jump Packs, go Space Wolves. Regardless what people think, it can do foot lists well and it can be competitive. You need to know your strengths and weaknesses, but objective games are a snap (even Capture and Control). Kill Points becomes weird sometimes, but you generally have less KP than the enemy anyways so its easy.

If you do Space Wolves, you need to remember to bring 1 Scout pack and 2 Long Fang packs minimum. Beyond that, fill out those Grey Hunters. Always bring Wolf Guard pack leaders, and bring a Lone Wolf if you got the 85-105 points to spare.

I play 1750 games and I usually have 75-80 marines on the table, plus Thunderwolves. That's the real clincher about Space Wolves on foot, you need a rapid response force and Skyclaws are not tough enough so you have to bring Thunderwolves. If you don't want to deal with Thunderwolves, stick to Blood Angels.

   
Made in no
Boom! Leman Russ Commander






Oslo Norway

FlingitNow wrote:I have to disagree. If you're against a Guard Firepower list and you're going 2nd all your Devs do is give your opponent something to shoot in the first 2 turns and they'll acheive nothing particularly without bodybags. Whilst they take away from your main thrust of the assault marines. Against any army with good longranged firepower (IG, SWs, Necrons, Orks, DE etc) your Devs are just giving your opponent target practice before the assault marines arrive, particularly if you go 2nd.


Mech IG fold to BA lists like this, so I'm just not worried about them. If I go first, those devs will stop the three scariest things from shooting, and then when the enemy opens fire, the devs can hug cover and go to ground if needed. If I go second against a really shooty list which can actually seriously threaten the devs, and where it pays off to deepstrike, then I can hide them out of LOS for a turn or at worst reserve. After the first turn, the devs will always have lots of friends on the board.

FlingitNow wrote:Granted against Grey Knights those Devs will come in handy and possibly against Nids. But to be honest against a good Grey Knight army BA are just all kinds of screwed anyway and against Nids having more bodies in the assault will help just as much.


A full jumper army might be screwed against GK's. My BA will not be. The devs help a lot here. In KP missions, the GK razors become huge liabilities as I can pluck them with my devs and then hide my devs when they start taking too many casualities in return, meaning that I don't have to run to my death straight at the GK's. Against nids too, the ability to knock out that tervigon or trygon in a round of fire instead of having to use several turns/have to loose 5-6 marines to take it down will be very valuable. I much prefer fragging 20 genestealers with 12 frags than charging them with 10 extra marines. Much less casualities on my side.

FlingitNow wrote:IYou should have enough melta in the assault squads to deal with mech so you shouldn't need the fire support. The issue being that you can be denied the charge because you've dropped in melta range and popped a tank but can't assault that turn. Hence the Vanguards... Which really aren't overpriced at all in the BA codex (being 10 points hceaper than in the Vanilla codex and only scattering 1d6" making herioc intervention a near certainty rather than a blind hope).


To use that melta, you must expose yourself to enemy fire and enemy assault. Against some armies, this works very well (mech IG), against others (GK's) it doesn't work at all. Vanguard are overpriced even with the 10pts drop. 165pts for 5 guys with jump packs and no weapons... You are looking at 190pts for the minimum usable squad, and that squad can't really be used for a lot of stuff. Even with 1d6 scatter, heroic intervention is risky. Vanguard are horrible.

FlingitNow wrote:I
Also I don't like the powers you've gone for. Fear the Darkness is ace but in general the things you'll really need it against it won't work against. Blood lance is ok but as stated you should have enough melta to cover for that. Whilst sword is largely pointless, rage is much more likely to swing a combat you need to win and again as stated you should have melta for dealing with AV14 all round vehicles not to mention the furious charging powerfists. Shield is a better power as it allows you to be much more flexible in your deep strike rather than having to constantly think about getting cover.


The powers are really difficult to decide on. I agree that on paper, sword looks weak. However, I have used a sword libby quite a lot, and it is actually very far from a worthless power. You get a little 125pts mini-mephiston. He can split off and take out some small high-value unit on his own, like f.ex some oblits, or he can knock a tank around etc. I am still not sure on sword, might go with rage instead. I feel that sword gives more tactical options, while rage might be generally better, but doesn't really provide something unique. I will have to playtest a bit.

FotD is nice against several of the units that give assault marines fits: Draigo-star, thundercav, assault termies etc. Most really tough cc units are actually suspectible to morale. It is also nice to have the ability to push stuff off objectives etc. I feel it is the power that adds the most tactical options. I also scares the crap out of any draigo-player, which makes it worth it


cowmonaut wrote:I'd vote Space Wolves, but then I play them and I play a foot list. My most regular opponent is Blood Angels (he does DoA, hybrid, and mech lists) followed by Eldar, Chaos Space Marines, Imperial Guard and Tau. Unfortunately the last 2 don't play as often and I haven't been going to the FLGS since my old haunt closed down and the new one is further away. But will be soon!

Anyways, with Blood Angels your "horde" list is really just a DoA list. or a DoA list with a few Devastators. Personally I wonder why you'd even bother with Devs, but then I don't think Missile Launchers are "so amazing" as people make them out to be (especially when you will consistently be in melta range for tanks, and against horde armies you have other options you can bring that allow for even more jump infantry).

If you don't want Jump Packs, go Space Wolves. Regardless what people think, it can do foot lists well and it can be competitive. You need to know your strengths and weaknesses, but objective games are a snap (even Capture and Control). Kill Points becomes weird sometimes, but you generally have less KP than the enemy anyways so its easy.

If you do Space Wolves, you need to remember to bring 1 Scout pack and 2 Long Fang packs minimum. Beyond that, fill out those Grey Hunters. Always bring Wolf Guard pack leaders, and bring a Lone Wolf if you got the 85-105 points to spare.

I play 1750 games and I usually have 75-80 marines on the table, plus Thunderwolves. That's the real clincher about Space Wolves on foot, you need a rapid response force and Skyclaws are not tough enough so you have to bring Thunderwolves. If you don't want to deal with Thunderwolves, stick to Blood Angels.


Could you show me your 1750 list?

Cool to get a vote for the other side too. I do love thundercav, and I really would like to fit some into the list. I just can't see how though. I also seem to suffer from a condition when gearing my thunderlords, I just can't stop putting gear on them. I played a 1750 version of the SW list yesterday, and ended up with a 290pts lord

If you see a way to include thundercav in the 1500pts list in the OP, I would love to hear it. That could very well sway my opinion right back to SW's.

One intriging option I did look at is:
Battleleader, thunderwolf, saga of the hunter, powerfist.
150pts

Outflanking thundercav with stealth! Can join the scouts or just go in normal outflank for himself. Should mess with opponents mind and could be devastating. However, he is fragile and costly, and I can feel the "need more gear"-sickness pulling at me, wanting to throw some fenrisian wolves on him.

This message was edited 1 time. Last update was at 2012/02/02 20:12:14


   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

Illumini wrote:
One intriging option I did look at is:
Battleleader, thunderwolf, saga of the hunter, powerfist.
150pts

Outflanking thundercav with stealth! Can join the scouts or just go in normal outflank for himself. Should mess with opponents mind and could be devastating. However, he is fragile and costly, and I can feel the "need more gear"-sickness pulling at me, wanting to throw some fenrisian wolves on him.


Can't actually do it. You could potentially take Saga of the Hunter, but it wouldn't do anything. It only works for Infantry types and when you take a Thunderwolf Mount you turn into Cavalry. So no can do on that one, believe me everyone wishes you could.

Illumini wrote:
Could you show me your 1750 list?

Cool to get a vote for the other side too. I do love thundercav, and I really would like to fit some into the list. I just can't see how though. I also seem to suffer from a condition when gearing my thunderlords, I just can't stop putting gear on them. I played a 1750 version of the SW list yesterday, and ended up with a 290pts lord

If you see a way to include thundercav in the 1500pts list in the OP, I would love to hear it. That could very well sway my opinion right back to SW's.


I took an apparently unique approach to Thunderwolves. Probably because I had to take them to shore up a weakness in my army list rather than a desire to take them. Mind you, my HQ is still over 200 points, but he isn't a Wolf Lord. He's a Wolf Guard Battle Leader.

I find that you really just don't need a Wolf Lord. May as well save the 30 points and take the WGBL instead. You lose one WS (only sucks if your against another WS6 model), one wound (your T5 and have a Storm Shield), and one Leadership (meh). The wound is the only thing I come close to missing. Also, I give him a Frost Blade because I need his I5 attacks to keep my Thunderwolves alive against MEQ. Being able to take out 4-5 MEQ models before they can hurt your small squad really turns the tide of battle.

The Original List:
Spoiler:

Battle Leader (220 points)
1 with Power Armor, Frag and Krak Grenades, Frost Axe, Storm Shield, Thunderwolf Mount, Wolftooth Necklace, Wolf Tail Talisman, Saga of the Warrior Born

Rune Priest (120 points)
1 with Power Armor, Runic Axe, Bolt Pistol, Frag and Krak Grenades, Chooser of the Slain, Living Lightning, Stormcaller, Saga of the Beastslayer

Wolf Guard (250 points)
1 with Power Armor, Combi-Melta, Wolf Claw, Frag and Krak Grenades
1 with Terminator Armor, Combi-Plasma, Chainfist
1 with Terminator Armor, Combi-Plasma, Wolf Claw
1 with Terminator Armor, Combi-Plasma, Power Fist
1 with Terminator Armor, Assault Cannon, Power Weapon

Wolf Scout Pack (85 points)
1 with Scout Armor, Meltagun, Close Combat Weapon, Frag and Krak Grenades
4 with Scout Armor, Bolt Pistol, Close Combat Weapon, 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

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

Thunderwolf Cavalry (120 points)
1 with Power Armor, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades (50pts)
1 with Power Armor, Bolt Pistol, Wolf Claw, Frag and Krak Grenades (70pts)

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

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


The New List:
Spoiler:

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

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

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

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


Edit: Sorry for the annoying layout, I just copy pasted from a Google Doc I have with my army lists on it. When I made the lists I was listing out what each model had cause it helped me think.

So first, lets talk the differences. In the Original List I find that I lose a unit of Grey Hunters no matter what. Usually the other 3 are alive (2 battered and one bruised typically). The unit wasn't doing much else. Maybe a few Plasma shots but not typically. First turn is just spent running for the front squad. So I decided to try out Blood Claws instead since I can have more bodies, and that's all i needed.

Because of that, I now needed someone to lead them. The Rune Priest can't since they need to run sometimes and he sometimes needs to use Living Lightning. So the other cheap and cheerful (and Fearless making!) HQ was selected. Gave him Saga of the Hunter and called it good. And surprisingly good it is! I can almost always get a cover save, even with them upfront. I bring Storm Caller on the Rune Priest in case they are in the open, which means they have a 4+ save in the open.

Do you have any idea how hard it is to kill 17 marines in power armor when they have a 4+ or better cover save? Generally speaking the enemy either wastes an entire turn of shooting on them (and if he's lucky gets me down to 2-3 models) or they shoot just as ineffectually at my more important units. The best part: they can not ignore the Blood Claws. Say 2/3 die. When I hit his lines, that is 20-24 attacks coming his way still, with Preferred Enemy.

The downside, I could only make it work and keep the Rune Priest by ditching the WGBL. You need 3 Thunderwolves I find so I was able to bump them up to a unit of 3, but they are only Initiative 4. That can really hurt sometimes. They didn't do too hot against 12 Chaos Space Marines without him, but at least the CSM didn't walk away.


And I'm sure you noticed, I have little to no Meltaguns. Personal choice. I've done the math, and rolled the dice. One of my more common opponents is mech Eldar. Fire Prisms, Falcons and Wave Serpents, etc. By Turn 5 he's lucky to have gotten one shot with the Fire Prism and most of his other vehicles are wrecked or immobilized. Its a pain given the wargear options for Eldar, but the point is they are AV12 vehicles. Against mech Blood Angels and Chaos Space Marines I wreck or otherwise neutralize a dozen tanks as well (mostly AV11 Rhinos/Razorbacks, but Predators too with AV13).

For Turn 1, the two Lascannons and four Missile Launchers hit 3 different targets usually, the Rune Priest can hit another, the Assault Cannon (30" range when you factor in movement) still another. Depending on the Deployment type and what the enemy did, I might get in a few Plasma hits. Turn 2, I have all that plus (hopefully, usually its Turn 3) my Wolf Scouts distrupting, and definitely a few Plasma shots.

Don't know, maybe I just roll well. I rarely have a problem silencing the vehicles I need to (e.g. S8 blast templates) and I'm not losing whole squads at a time.


It really comes down to maneuvering and deployment. Which is far easier for Blood Angels with Jump Infantry. You have to be aggressive so you can close the distance. Objective games are the best for you since it limits where the opponent can go if they want to win. Annihilation gets annoying, but against GEQ you can just advance on them usually. Once you get into melee they melt. You have enough bodies that if you stick to cover and target the important units with your ranged attacks, you will make it there even in Spearhead.


Also, for your original 1500 SW List, you could drop one unit of Long Fangs and a unit of Scouts. That gives you 225. You can see from mine that you can take 3 Thunderwolves for 175. Maybe add a Storm Shield and bump them to 205, but if you don't you can also convert that WG left over from the scouts into a Terminator with CML and put him either alone or with the Long Fangs, or even better spend the points on a Lone Wolf with Chain Fist/Thunder Hammer and Storm Shield.

Just remember, your Wolf Guard don't actually all need Power Fists. You just need enough Power Fists spread around to cover you in case of a Walker (MC's usually can die to volume of attacks but Walkers can't). I'd save points by taking Wolf Claws and Power Weapons on some guys.


And now I expect my advice to be called terrible lol. But then when I give advice for Space Wolf lists I tend to say to mech up even though I'm not. But then I know I have different strengths and weaknesses then a mech list, and that most people haven't actually played an all foot list.

This message was edited 1 time. Last update was at 2012/02/02 21:48:48


   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Thanks for input.

Too bad about the saga of hunter.

I find that you really just don't need a Wolf Lord. May as well save the 30 points and take the WGBL instead. You lose one WS (only sucks if your against another WS6 model), one wound (your T5 and have a Storm Shield), and one Leadership (meh). The wound is the only thing I come close to missing. Also, I give him a Frost Blade because I need his I5 attacks to keep my Thunderwolves alive against MEQ. Being able to take out 4-5 MEQ models before they can hurt your small squad really turns the tide of battle.


You also loose an attack. Not loving 200+ pts in one 2 wound model.

It really comes down to maneuvering and deployment. Which is far easier for Blood Angels with Jump Infantry.


Yeah, mobility is certainly what is pulling me towards BA.

You have to be aggressive so you can close the distance. Objective games are the best for you since it limits where the opponent can go if they want to win. Annihilation gets annoying, but against GEQ you can just advance on them usually. Once you get into melee they melt. You have enough bodies that if you stick to cover and target the important units with your ranged attacks, you will make it there even in Spearhead.


KP's annoying with foot list? I would think that would be the easiest missions. You have fangs that can pick easy KP's, and you have no really easy KP's yourself. Capture and control seems like the worst mission for a foot list, as it can quickly be a very long walk to the enemy objective.

Also, for your original 1500 SW List, you could drop one unit of Long Fangs and a unit of Scouts. That gives you 225. You can see from mine that you can take 3 Thunderwolves for 175. Maybe add a Storm Shield and bump them to 205, but if you don't you can also convert that WG left over from the scouts into a Terminator with CML and put him either alone or with the Long Fangs, or even better spend the points on a Lone Wolf with Chain Fist/Thunder Hammer and Storm Shield.


Won't drop the fangs. They are too important. CML wolf guard is not worth it as long as you can throw in more fangs. Lone wolves are cool, but that is 90pts for one infantry model. Seems thundercav will always be a better buy than the (very cool) lone wolf.

And now I expect my advice to be called terrible lol. But then when I give advice for Space Wolf lists I tend to say to mech up even though I'm not. But then I know I have different strengths and weaknesses then a mech list, and that most people haven't actually played an all foot list.


I want "different" advice. I am trying to make a very "different" army into a competitive force.

I have played two different 1750pts versions of the SW list against a draigo-wing army, and so far, I've been pleasantly surprised by the resilience and mobility of the list. I drew a KP game 1-1 vs the Draigo list and won a table quarters game. In the first game, not having any easy KP's like razors actually gave me some hope of not loosing. In the second game, I outmanouvered the draigo-list. I didn't need any transports to have my army in all four corners of the board quickly. (spearhead DZ)

Also, bonus info: Draigo was swallowed by JoWW in the second game

I can see really shooty lists being a problem for a list like this. Will try to test it against more shooty MSU type lists too.


Latest lists:

1500pts Space Wolves
Runepriest, jaws, lightning
5 Scouts, melta, WG, powerfist, combi-melta
10 Grey Hunters, 2 plasma, standard, wulfen, WG, termie, powerfist, combi-plasma
10 Grey Hunters, 2 plasma, standard, wulfen, WG, termie, powerfist, combi-plasma
5 Grey Hunters, 1 melta, WG, termie, power weapon, combi-melta
5 Grey Hunters, 1 melta, WG, termie, wolfclaw, combi-melta
2 Thundercav, powerfist
1 Thundercav, power sword
6 Longfangs, 5 missiles
6 Longfangs, 5 missiles
5 Longfangs, 4 missiles

Lowered body count to 61, but of course, three of those are two-wound thundercav, so it has probably gained a bit of resiliency. Managed to get thundercav in without really damaging the key units in the list. Not sure if it is better in this configuration or if they should be one unit. In the 1750 list I playtested last, I had 2x2-thundercav units, and that worked very well. They are really cheap at 125pts, but they still hit hard, so tanks and non-cc specialists have to consider them. Even units like 5 purifiers can't just wander into psycannon range of one of these units with no fear. One thunderwolf might be too fragile, but I think it can work with some smart use of reserves/terrain.

1500 Blood Angels list:
Libby, jump pack, sword, FotD
Priest, jump pack
Priest, jump pack
10 Assault Marines, 2 melta, fist
10 Assault Marines, 2 melta, fist
10 Assault Marines, 2 melta, fist
5 Scouts, combi-melta, fist
5 Devastators, 4 missile
5 Devastators, 4 missile
5 Devastators, 4 missile

Upped the body-count to 53 with scouts. Having an outflank unit also means enemy has to think about moving too close to the flanks.

Will probably stay with the wolves for some play-test at first now that I have managed to include some thundercav. I have found this type of list very interesting to play so far

   
 
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