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Last list had no Long Fangs, I decided that the extra Missiles a turn were pretty damned important and that wolf lords were not. So instead this list will focus on the brute power of basic Thunderwolf attacks and mid ranged control. 51 Str 5 rending attacks and 12 str 8 ranged attacks should do pretty good at the cracking of vehicles along with the 4-8 melt ashots from rhinos and 2-12 autocannon shots (LL). Frag rounds, hurricane, basic attacks and bolter shells to take out hordes.
The list looks nice minus may want to shy away from all 3 longfangs. I love those guys don't get me wrong, but the no ablative wounds minus sarge really makes me just see your first turn v anyone with 36" range going very poorly for those squads of fangs. The rhinos and the wolf calv are pretty ignorable until turn 2.
If you have 3 longfangs then you force the enemy to focus on more targets, if he is looking at the fangs then the TWC will be all over him in your turn.
You put them in some piece of terrain and they'll be ok for the next turn.
Anyone that is ignoring twc until turn two is going to be very sore. I put my lord and his boys up the front, in a bit of cover if I can but I make sure he's going to be in cc as soon as he can. If you are going second you need to be watching that unit straight away otherwise your first rank will be in cc before your second turn.
It's not the size of the blade, it's how you use it.
2000+ 1500+ 2000+
1) I'd drop two Grey Hunters from two of the Rhinos, just in case when some end up popped, so you can hop your Rune Priests over to them. Not at all a requirement but the 30 points could come in handy.
2) Where is your Power Fist or Thunderhammer on your Thunderwolf Cavalry? At least give them a Wolf Claw! Frankly, I'd drop the third unit entirely and give the other two units both Power Fists and an extra Storm Shield. Drop the Meltabombs.
3) The Long fangs are fine. If it were me I'd be wanting to just take two Razorbacks for two squads of Long Fangs rather than a third Long Fang Pack. Reasons include:
A) Symmetry (damn OCD)
B) More armor on the table
C) Still able to fire at as many targets
D) Long Fangs can deploy more rapidly in Dawn of War
E) The Transports don't have to be anywhere near the Long Fangs in normal games and can make useful screening units or do last minute pickup if a unit of Grey Hunters is reduced to less than 6 models and has no Transport.
3) Ignore icefire78. That's the most wrong comment I've read in a while..
4) Your list is 1992/2000 points is that right?
So maybe this:
Spoiler:
HQ Rune Priest w/ Chooser of the Slain Living Lightning and Jaws
HQ Rune Priest w/ Wolf Tail Talisman, Living Lightning, Murderous Hurricane
E 4 Wolf Guard w/ Combi-melta and Power Fist
H 6 Long Fangs w/ 5 ML, Razorback TLLC H 6 Long Fangs w/ 5 ML, Razorback TLLC
Fa 3x Thunderwolf Cav w/ 1 SS + PF, 1 SS Fa 3x Thunderwolf Cav w/ 1 SS + PF, 1 SS
Total: 1962
Which can have a few tweaks of its own to get to a full 2000 points. Really, the point though is that those two TWC packs will be next to impossible to kill in hand to hand, even with lots of power weapons/fists (I know from personal experience in a rather nasty SW vs SW matchup) and can weather quite a lot of shooting. Especially if you use your Armor to screen them from the really deadly stuff.
HQ Rune Priest w/ Chooser of the Slain, Living Lightning and Jaws
HQ Wolf Lord w/ Wolf Claw, Thunder Wolf, SS, Runic Armor, Wolf Tail Talisman, Saga of the Bear
E 3 Wolf Guard w/ Combi-melta and Power Fist
H 6 Long Fangs w/ 5 MLTLLC Razor back
H 6 Long Fangs w/ 5 ML H 6 Long Fangs w/ 5 ML
I'd drop the 9 man squads to 8 man and use the 30 points to grab Meltabombs on your HQ choices, Wolf Tooth Necklace on the Lord (for certain enemy MCs and HQs), and a Meltabomb in each TWC squad.
Please note that I only suggest the MB on the TWC because it looks like you are taking 2 TWC with Storm Shields and 1 TWC with Power Fist. This would allow you to play games with Wound Allocation. If you are taking 1 with PF and SS and 1 with SS and 1 naked, then spend the 10 points elsewhere.
The reason for the 8 man GH squads is not just to free up points either. It lets you have your Rune Priest jump into a different Rhino if needed, even if the squad is at full capacity.