GoDz KI11JOY x wrote:Any tips or comments towards how I could change the list to up its performance at all would be appritiated.
No Rune Priest and no Wolf Scouts. While you can survive without the Wolf Scouts easy enough, the Rune Priest is too useful to leave home. Just for the 4+ nullification of psychic powers. Shutting down enemy psykers is too important, especially with all the
GK armies you see these days.
If it were me, I'd do the following:
1) drop the 3 Thunderwolf Cavalry unit and grab a Rune Priest and Wolf Scout squad.
2) Give the Rune Priest a Chooser of the Slain
3) Give the Scouts a Meltagun.
4) Drop one of your Combi-Melta Wolf Guard.
5) Use the remaining Combi-Melta Wolf Guard as a pack leader for the Wolf Scouts. Don't worry about the Grey Hunters in the Razorbacks.
6) Bump the Power Weapon in the Thunderwolf Cavalry up to a Wolf Claw.
7) Drop one Grey Hunter from each Razorback.
8) Replace the Power Fist on the Wolf Lord with a Wolf Claw
9) Grab Saga of the Bear for your Wolf Lord, since you want a Power Fist on him (I always see Wolf Lords as sacrosanct, they should be what the Space Wolf Player wants to field. If you take more than one of course, then normal optimization applies).
10) Swap the Heavy Bolter Razorbacks with the
TLLC Razorbacks (so the Grey Hunters are in the
HB ones).
11) Should be at 1747/1750 points so call it good.
GoDz KI11JOY x wrote:Hi, with the new thunderwolves being released by GW it is actually a possibility that i can use them on the tabletop so why not make a list and see how many of these great looking models i would need to buy
You get 3 to a box, so at least one box. I agree with the pricing from
GW. To me they are like Terminators in a normal list, in that they are hard and not very numerous. For most armies a single box will be enough.
GoDz KI11JOY x wrote:Wolf lord on thunderwolf, storm shield, powerfist 200
If you take an Initiative 1 weapon (e.g. Power Fist, Thunder Hammer, etc) you need to take Saga of the Bear. Why? Two reasons: A) you are going to get focus fired in close combat and need to be able to survive anything so you can get your attacks and B) most of the things you'd want a Power Fist equivalent for can cause Instant Death.
So either leave the Fist at home or grab that Saga.
GoDz KI11JOY x wrote:2 thunderwolf cavalry, power weapon, storm shield 145
A Wolf Claw is better. The re-rolls to hit are invaluable and well worth the points. I myself skipped the Storm Shield so my unit of 2 costs 120 points, but 150 points is not a bad price either. The 5 points to get the re-rolls are completely worth it. So I would take 1 with the Wolf Claw and Storm Shield and another naked one.
GoDz KI11JOY x wrote:3 thunder wolves, power fist, storm shield 205
I'm not a fan of Power Fists on Thunderwolf Cavalry. S10 is attractive, but its a small unit. T5 and 2 wounds a piece only counts for so much. As impressive of a stat line as they have, they are not auto-wins in close combat. Anything that strikes faster than them is a bit of a danger given their point cost. That said, many others run Power Fists and Thunder Hammers without any issue. My concerns stem from how I use them I suppose, but its good to keep in mind alternatives.
GoDz KI11JOY x wrote:Not sure of the best things to equip my thunder wolves with but just made sure i can still allocate.
And that's all you really need to do. There are two things people do:
1) Give all of the Storm Shields.
2) Give Few or None of them Storm Shields.
Plan 1 gives them a hefty price tag of 80 points minimum, per model. The plus side is you don't have to be very careful with them. But a 3++ is still a 3+, so weight of attacks can bring you down.
Plan 2 gives them maybe one Storm Shield. I go for none. My
HQ will have a Storm Shield already so I'll keep them cheap. This does lead to the occasional game where I have the "oh darn" moment of losing my
HQ to shooting, but its fairly rare (twice out of over 20 games with them).
I vote on Plan 2. Try to keep them cheap so you can take other things. Thundercav on their own don't actually win all that many games on their own.
GoDz KI11JOY x wrote:4 wolf guard, 4 combi meltas, 2 power fists 132
On any Wolf Guard Pack Leaders or
HQs that don't have Power Fists I like to take Meltabombs. They are pretty cheap and are very useful, at least for me. Again, just something to keep in mind. Not a requirement by any means.
GoDz KI11JOY x wrote:7 grey hunters, melta, wolf standard, MOTW in a rhino 170
I prefer 8 man squads at the smallest but this can work just fine since you are in a box.
GoDz KI11JOY x wrote:7 grey hunters, melta, wolf standard in a rhino 155
No
MOTW? I'm assuming you ran shy of points.
GoDz KI11JOY x wrote:6 grey hunters, melta in a razorback, TL lascannon 155
I'm glad to see you didn't give them too much wargear. I'd drop the 6th Grey Hunter (there is your points for
MOTW in the other Rhino squad) so you can actually put a Wolf Guard in here.
GoDz KI11JOY x wrote:6 grey hunters, melta in a razorback, TL lascannon 155
See above. If both of these units are used aggressively you may see better mileage from Las/
Plas. Otherwise good call with the
TLLC.
GoDz KI11JOY x wrote:6 long fangs 5 missile launchers in a razorback 215
Heavy Bolter Razorback? Glad to see some of these. They aren't without use. Normally I put them on the Grey Hunters though and take
TLLC on these Razorbacks. Reason being the transport is more likely to be further back for the Long Fangs, especially in Dawn of War. The 48" range of the
TLLC makes more sense there.
GoDz KI11JOY x wrote:6 long fangs 5 missile launchers in a razorback 215
See above.
Also take what you see on
http://space-wolves-grey.blogspot.com/ with a grain of salt. Some of the articles are spot on but some of them are fairly off. Heck, in some of the more recent updates since they started posting things again they've had some outright wrong information. As in the Codex doesn't allow it information. Makes you wonder how an "authority" on an army doesn't know the Codex...