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Made in ca
Longtime Dakkanaut





Canada

Just goofing around with the idea of an all infantry SW army. The theme maxing out number of effective bodies:

HQ
Rune Priest

Troops:

10 Gray Hunters
flamer (free)
melta (free as 2nd weapon upgrade)


10 Gray Hunters
flamer (free)
melta (free as 2nd weapon upgrade)


10 Gray Hunters
flamer (free)
melta (free as 2nd weapon upgrade)

10 Gray Hunters
flamer (free)
plasma (free as 2nd weapon upgrade)

10 Gray Hunters
flamer (free)
plasma (free as 2nd weapon upgrade)

10 Gray Hunters
flamer (free)
plasma (free as 2nd weapon upgrade)

Heavy Support

6x Long Fangs
5x ML


6x Long Fangs
5x ML


6x Long Fangs
5x ML

Total 1420

This brings 79 infantry to the table with multiple weapon options and long/mid/short range fire power (plus Space Wolves natural CC talents).

Obviously not optimized with flamer+melta/plasma, but free and can prove effective with the proper strategy.

Not sure what would be best to spend the 80 points on. I was thinking either a melta/flamer land speeder or 2x power fists and 3x power swords on one of the gray hunters (again, not ideal, but provides some added benefit/flexibility).

C&C please



 
   
Made in us
Regular Dakkanaut




Ive always wanted to try an all foot list but just never got around to it. As far as those last 79 points I see it as you can either have another 5 man squad with flamer for 75 points or a Lone Wolf with Combi-Melta & Chainfist for 75. Im kind of a Lone Wolf nut so thats what I would take.
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

I primarily play foot lists. Occasionally a hybrid list, but usually foot.

1) Meltaguns aren't worth spamming in a foot list. It may only be 5 points for the pair, but you'll get more use out of Plasma a lot of the time. Don't get me wrong, I'm not saying to leave the Melta entirely at home, but the Flamer and Melta in every Grey Hunter pack isn't really helping your list that much. The flamers themselves are redundant, as with that many Grey Hunters regular infantry won't be your problem.

2) No Wolf Standard, no Mark of the Wulfen, no Power Weapon... Your Grey Hunters are a bit light. If they were in Rhinos that'd be okay, not great but okay. But you will be in combat at some point in the game and it'll be decisive. Don't gimp yourself.

3) 3-4 troops is plenty at 1500 points, even if you are all on foot. You need to get some other choices that are important.

4) Where is the Thunderwolf Cavalry? If you really hate TWC, get Swiftclaws (though they suck quite a lot in comparison). You need something that hits hard and can take a few hits and is fast. TWC meets all of this and is the only mandatory choice other than Grey Hunters and Long Fangs if you are on foot and not going the Logan routes.

5) Where are the Wolf Guard? You will be taking fire. More bodies is good. 11 man units are handy. Leadership 9 is important. If you bring enough you can even have a heavy weapon in with your Grey Hunters, which can be very helpful.

6) Where are the Wolf Scouts? You need some forward projection. In conjunction with your TWC it can leave the enemy vulnerable as it limits where they can safely maneuver.

7) If you don't bring a lot of Power Fists, a Lone Wolf (or two) can go a long way. They are incredibly hard to kill and can wreck enemy ICs and MCs.

8) What powers are you bringing on your Rune Priest? Where is his Choser? I'd recommend Living Lightning and Murderous Hurricane. Gives you more of a ranged punch (all on the go) and you can stop an enemy assault cold.


Lots of Power Armor is cute, but not effective on its own. Space Wolves lend themselves well to all kinds of lists, but really shine in hybrid lists. But you can't ignore certain units if you are going on foot.

   
 
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