Any advice and criticism is really appreciated. I wanted to do it based on Sven Bloodhowl so try and keep the flamers if you can. It's my first army back in a while so don't be gentle, I know it needs work!
Dancing Nalwood wrote:Wolf Lord (561pts)
- Terminator Armour, 2x Wolf Claws, Saga of the Warrior Born, 2x Fenrisian Wolves
- Accompanied by 2x Wolf Guard - 2x Terminator Armour, Storm Bolter, Frost Blade
- All in Land Raider with Multi-melta upgrade
Not a totally bad way to go actually. The Fenrisian Wolves aren't spectacular for killing power, but they are only 1 attach worse each than your Wolf Guard would be. Someone's gonna take Power Weapon hits, may as well be the 6+ save guys. The only thing you miss out on is power weapon attacks, but they are 10 points each instead of 33 points each (at bare minimum) so its not that bad a trade off for some easy wounds. You don't actually lose out on killing power really.
Dancing Nalwood wrote:
Wolf Scouts (100pts)
-5x Wolf Scout,
- Mark of the Wulfen
- Meltagun
Wolf Scouts (100pts)
- 5x Wolf Scout
- Mark of the Wulfen
- Meltagun
Can't go wrong with Wolf Scouts. I'm starting to run mine as a pack of 7 (plus 1 Wolf Guard) with Power Weapons as well, but spending 40 points for a 2nd 5 man isn't a bad way. And necessary since you don't appear to have Combi-Melta toting Wolf Guard to tag along with them.
Dancing Nalwood wrote:
GH Pack (223pts)
- 10x GH
- Meltagun
- Flamer
- Powerfist & Wolf Standard
- Wolf Guard with basic Terminator Armour, Storm Bolter, Power Weapon
GH Pack (203pts)
- 10x GH
- Meltagun
- Flamer & Mark of the Wulfen
- Wolf Guard with Terminator Armour, Storm Bolter, Power Weapon
GH Pack (203pts)
- 10x GH
- Meltagun
- Flamer
- Mark of the Wulfen
- Wolf Guard with Terminator Armour, Storm Bolter, Power Weapon
Okay now we have problems.
First, don't total the points of Wolf Guard + Grey Hunters. It starts you thinking the wrong way about how your Codex works. It also isn't strictly true for where your points are going and can make things look very off.
I play a foot list so don't get me wrong, I like big squads with
TDA Wolf Guard. It doesn't perform badly really. The only problem is you only have 3. I'm barely OK with that at 1750, and even the I don't like it. At 2000 I don't see why you aren't bringing at least 4 Grey Hunter squads. If not 5.
Also, you have 5 Wolf Guard. Where is the Assault Cannon (or
CML if you want, but the Assault Cannon is better in my opinion and experience)? That adds some important firepower to your scoring units you are missing.
Your points are wrong as well. You can take Flamers for free and then with 10 take a free Meltagun. So you are overpaying for your squad.
Worse, you gave them a Power Fist. This is a mistake. You will usually only get 1 attack with it. Its not worth the points on that model. The standard argument is a Grey Hunter with Power Fist costs 40 points. He has a Bolter and 1 Power Fist attack (2 if charging). For 43 points you can take a Wolf Guard (bumping your leadership to 9) and give him a Combi weapon (giving you 2-3 special weapons) and the Power Fist, with which he gets 2 attacks (3 if charging). Its simple math.
Bluntly, its a stupid decision to put a Power Fist on the Grey Hunter. The Power Weapon is useful, given you get 3 attacks on the charge, and is reasonably priced. So if you want to sub the Fist for a Axe (or Sword) go for it.
And since you are on foot, personally I find I want more Plasma than Melta when I'm walking. By the time I'm in Melta range on foot (which is 6") I'm usually having to do something else anyways. Its just not as useful to you on foot, even on the move. But that's my opinion and plenty disagree with it.
I'd also say you are okay not doubling on special weapons, though if you are bringing a Meltagun I'd bring two. Just because its cheap (your point cost wouldn't change) and you can slaughter most things you'd need flamers for in close combat.
Dancing Nalwood wrote:
Skyclaw Pack (325pts)
- 10x Skyclaw
- Wolf Priest with Runic Armour & Jump Pack
Cute but not as effective as what I bring:
220 -
WGBL w/ Thunderwolf, Storm Shield, Frost Weapon, Wolf Tooth Necklace, Wolf Tail Talisman, Saga of the Warrior Born
120 -
TWC x2, 1/ Wolf Claw
Mines 340 points versus your 325. Want to make it more fair? Drop Saga of the Warrior Born. Now mine is 305 vs your 325. Mine will out perform yours every time. I'm putting out 5 S6 I5 no-save attacks (more with the Saga in effect), 5 S5 I4 no-save attacks with re-rolls to hit and 6 S5 I4 rending attacks. And that includes if I had already taken a wound or two on the way to the enemy.
In a perfect world, you'll get 40 S4 I4 attacks and 4 S4 I4 no-save attacks with re-rolls to hit. The problem is you will rarely make it to the enemy like that. Your guys move at a different pace than the rest of your army. Cavalry moves 6", can run 1-6", and has Fleet so can charge 12". You can move 12", probably will have to land in the open, and can charge 6". Yours has T4 vs T5 and I have a 3++ on my
HQ vs your 4++. Chances are, by the time you get to the enemy, you'll be missing a few members while I'll still have everyone.
Even worse is their defensive capabilities in close combat. This is what will really kill you. You have WS3 vs my WS4. That means other Space Marines are hitting you on a 3+ instead of mine on a 4+. More hits means more chances to wound. Worse, you are Fearless. if you do lose close combat you suffer No Retreat and take even more saves. Skyclaws generally only survive one charge, and even then they tend to be too battered to be very useful afterwards.
If you stick on foot, you need some fast movers though, for rapid response if nothing else. I'd really consider trying to get some Thunderwolf Cavalry inplace of the Skyclaws. I think the idea of riding giant wolves is silly in W40K. I'm okay with it in Fantasy but for some reason I think its weird here. At the same time though, its the only real choice in the list.
Dancing Nalwood wrote:
Fenrisian Wolf Pack (80pts)
- 10x Wolves
Oddly enough, these are not bad. Generally though you want Saga of the Wolfkin to make them Ld7 I5, and have a Thunderwolf near them so they can re-roll leadership tests they fail.
Dancing Nalwood wrote:
Long Fangs (90pts)
- Pack Leader with Meltagun
- Lascannon
- Missile Launcher
The Pack Leader might make use of a Plasmagun, but the Meltagun I doubt will do much. You don't get many places to take heavy weapons, and they are exceptionally cheap here. By not taking more you are doing yourself a disservice.
Dancing Nalwood wrote:
Vindicator (115pts)
Almost always useless by themselves. They can be okay in pairs, but there are better options (more Long Fangs comes to mind).
Dancing Nalwood wrote:
Total: 2000pts
You have missed several opportunities to bring firepower you need. Your list has a whopping 4 weapons that can fire at range, and half aren't twin-linked. Everything else is a mid-range weapon. This means that armies with lots of vehicles toting guns (Razorspam, Mechdar, Mech Guard, Any other
IG, Tau, etc) will be shooting you up pretty steadily. You will not have a lot left by Turn 3. You need more ranged guns. Simple as that. Some guns around S7 that can put out a lot of shots.
A Rune Priest with Living Lightning for example. Or a Dreadnought with two
TLAC. Or more Long Fangs (this is the smartest one). Or a Predator if you must. But you need more.