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![[Post New]](/s/i/i.gif) 2012/03/14 05:23:03
Subject: 1500 Space Wolves tournament list
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Kabalite Conscript
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I posted this on another forum, but I thought I'd get some feedback from dakka! Community respect!
This is a list I plan on bringing to a local tournament this coming weekend. I'd like some feedback on a couple things, since they seem a little unorthodox and I'm not sure how they'll perform. Armies I might be playing against: Eldar, mech IG, Orks, Black Templar, Necrons. 1500 points.
My wolf lord on TW always does work. He hunts monstrous creatures, vehicles, walkers, etc. Well rounded unit that can also assist combat (although by himself, he can get outnumbered). Rune Priest has MH over LL because I have a lot of rockets already, and two MM's from the speeders. Plus, I love being able to kite around enemies and stall them out.
The one thing I'm on the fence about is my wolf lord on foot. If you take him out, I feel like my army isn't the greatest in assault. I used to run a unit of TWC, but I'm opting for something different this time. A wolf lord on foot still has an invulnerable save, hits at I5 with 6 PW attacks on the charge. Very beastly for 140 points. This does put a lot of points into my HQ slots, but, honestly, I'll gain a kill point no matter where I put the 140 points, and I feel like the wolf lord on foot could work.
Feedback!
Its worth mentioning that I have the following to potentially replace the wolf lord on foot: Scouts x5, another wolf guard, lone wolf, fenrisian wolves x15, TWC, drop pod, another rune priest, more devastators. I find that the lone wolf is very underwhelming due to its footslogging nature - I'm more aggressive than that. Scouts, as good as BEL is, I just can't get it out of my head that I could come in the wrong side of the board and the squad not do anything (which has happened - I hate it). I also have lots of different wargear for TWC.
HQ:
Wolf Lord (TWM, TH, SS, SotB, RA) /w 2 fenrisian wolves
280
Rune Priest (Chooser) /w Murderous Hurricane and Jaws
110
Wolf Lord - on foot (PW, bolt pistol, belt of russ)
140
Elites:
Wolf Guard x3 (P.Fist and C.Melta)
129
Troops:
Grey Hunters x6 (Motw, Standard, Melta) - Rhino
155
Grey Hunters x6 (Motw, Standard, Melta) - Rhino
155
Grey Hunters x6 (Motw, Standard, Melta) - Rhino
155
Fast Attack:
Land Speeders (MM, HF) x2
140
Heavy Support:
Long Fangs x5 (ML x4)
115
Long Fangs x5 (ML x4)
115
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![[Post New]](/s/i/i.gif) 2012/03/14 15:23:25
Subject: Re:1500 Space Wolves tournament list
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Veteran Wolf Guard Squad Leader
Pacific NW
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Some thoughts:
1) I'd drop JotWW for LL in a heartbeat for the Rune Priest. Having more of a punch at range is not a bad thing, and frankly I wouldn't say you have enough of one. You can hit 4 targets at range right now. 6 if you count the Land Speeders due to their high movement (and are running them separately). If any one of those does nothing though then you could be in a bit of a bind against certain armies.
2) Neither MH or JotWW require to-hit rolls. The Chooser is only good for anti-infiltrators then. Which is a great ability don't get me wrong, but if you aren't reaping full benefit of the wargear why bother?
3) Your lack of a CC punch comes from two areas: A) a lack of TWC and B) small squad sizes. Bump up those Grey Hunter squads to 7 or 8 models at least and consider tacking on Power Weapons as well. Personally, I prefer larger Grey Hunter squads. Partially because I'm usually playing a foot list but also because I'm aggressive with them so they need to be able to take a few hits without being rendered combat ineffective.
4) Better option than spending the 140 points on the Wolf Lord: Spend 120 points on a two model strong TWC unit with a Wolf Claw. If you drop the Chooser of the Slain you can even grab a Storm Shield for them.
If you ignore most of my thoughts, hold on to #4. I think you'll find it helps your combat punch issue.
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![[Post New]](/s/i/i.gif) 2012/03/14 18:45:37
Subject: 1500 Space Wolves tournament list
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Regular Dakkanaut
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I'm not a SW player (I play Dark Eldar) but sitting on the other side of the board these are the things that will give me pause.
1) Drop the land speeders and pick up a 3rd unit of Long Fangs or Razorbacks for the existing squads. See if you have the points for a 5th missile.
2) If you want more HQs, bring more Rune Priests. LL& JotWW, LL & MH, JotWW & MH. Make sure you have 1 RP and 1 WG for every 8 man Grey Hunter unit.
3) Either go GH x 5 in a Razorback or GH x 8 in a Rhino /w RP & WG. 6 or 7 in a Rhino just doesn't make sense.
4) Thunderwolf Calvary is amazing, but very hard to work in at 1500. Gives you your line breaker capability. Far more useful than wolf lords for the points if you want specialized CC units.
I think if I made a list, it would look something like this:
HQ 100 - Rune Priest /w LL and JotWW
HQ 100 - Rune Priest /w LL and MH
Elites 195 - Wolf Guard x5 (Power Fist and Combi-melta x2; Combi-melta x2; Terminator Armour and CML)
Troops 185 - Grey Hunters x 8 /w MotW, Standard, Melta, and Rhino (WG: PF, CM; RP)
Troops 185 - Grey Hunters x 8 /w MotW, Standard, Melta, and Rhino (WG: PF, CM; RP)
Troops 155 - Grey Hunters x 5 /w Melta, and Razorback /w TL LC (WG: CM)
Troops 155 - Grey Hunters x 5 /w Melta, and Razorback /w TL LC (WG: CM)
Heavy 140 - Long Fangs x 6 /w ML x 5
Heavy 140 - Long Fangs x 6 /w ML x 5
Heavy 115 - Long Fangs x 5 /w ML x 4 (WG: TA, CML)
This list comes to 1470 and leaves you with the option of a few choice upgrades (Chooser, Melta Bombs, extra Long Fang, Power Fist, etc). You have the ability to handle hordes (Psychic powers, missiles, bolters), close combat punch (not TC, but those GH can hold their own with the WG, Standard, MotW), and armor suppression (LC, missiles, meltas). Happy Hunting!
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