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Made in gb
Speedy Swiftclaw Biker




having played a few games of 6th ed and now feel i am used to the way it is played i have come up with a new and improved list that should do well at TOS. so the list is as follows:
hq rune priest (divination)
wolf tooth necklace
master of runes


hq rune priest (divination)
master of runes


elites lone wolf
TDA c/f s/s


troops 7 grey hunters
melta
wolf standard
wolf guard TDA with fist and combi melta
drop pod


troops 7 grey hunters
melta
wolf standard
wolf guard TDA with fist and combi melta
rhino


troops 7 grey hunters
melta
wolf standard
wolf guard with fist and combi melta


troops 5 grey hunters
wg TDA CML



heavy support 6 long fangs
5 missiles


heavy support 6 long fangs
5 missiles
wolf guard


fortification aegis defence line
quad gun


tactics:
1) priest get there powers from divination hoping for 1 priest to get the ignores cover power then take the default power of re roll hiits, and the second priest to get either mis fortune or the 4+ invuln save power. there is about a 77% chance that i will get 2 of the powers i want which is pretty good.
2) if i get ignores cover this priest goes with the a long fang unit to take out tanks easily or to blow troops from objectives, having used this tactic before it works very very well.
3) the small hunter squad sit behind aegis defence line on the home objective and shoot 2 rockets a turn at something squishy.
4) foot slogging squad with the priest advance with re roll hits dealing with anything that comes in there way. rhino squad advances up quickly to get to a objective position. lone wolf escorts this squad up the table and becomes a menace to the enemy
5) the drop pod comes down on enemy objective and shoot blow up a tank when they come down or shoot a misfortuned unit,if there is 1.
6) second unit of long fangs shoot at exposed tanks or frag some troops.
7) the termie wolf gaurd will issue challages in combat when they can and should kill most sargents in squads as there 2+ save will protect them before the fist gets to hit.

so what do yous think i havnt play tested this form of my list but it should work rather well as the old edition of this list was pretty good but lacked manoverability hence the pod and rhino.
   
Made in gb
Longtime Dakkanaut






Sheffield / Oxford

Looking better. Again I would probably say drop the master of runes as overall it is costing you 100pts but I know you don't want to do that so never mind.

I would say that you should include a chooser of the slain. Not only is it a cheap upgrade that improves the effectiveness of one of your RPs psychic shooting attacks, but it also gives you infiltration defence which is important, as the new inability to assault from outflank could result in genestealer lists choosing to infiltrate instead. I know that I'll be tempted to infiltrate my Wolf Scouts to make them effective speedbumps in some of my games at the same event.

Hope this is useful and I'll see you there.

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in gb
Speedy Swiftclaw Biker




i dont have any shooting attacks for my priest as i always take divination and infitrators dont bother me, the closer you are to me the better. have re thought this list as rhinos are a bit gak if i only have 1 so i will either have a second drop pod or make 2 9 man squads with there sarg being a termie so it could be good either way.

also would i beifit more from a third long fang squad with perhaps a couple of plasma cannons and then upgrade the small squad to a larger squad with the remaining points
   
Made in gb
Irked Necron Immortal





The Warp

I think a couple of plasma cannons would really round this list off nicely. Plasma cannons are still win, and on infantry have become even more so due to dreads and tanks killing themselves with them

Strike Force Serpentine: 3000
Kabal of the Annihilated Souls: 3000
Red Corsairs: 2500
Knights of Titan: 2000
Waagh Wazzdakka 2000
 
   
Made in gb
Speedy Swiftclaw Biker




ok so with some alterations we have

hq rune priest (divination)
wolf tooth necklace
master of runes


hq rune priest (divination)
master of runes


elites lone wolf
TDA c/f s/s


troops 8 grey hunters
melta
wolf standard
wolf guard TDA with fist and combi melta
drop pod


troops 7 grey hunters
melta
wolf standard
wolf guard TDA with fist and combi melta


troops 7 grey hunters
plasma gun
wolf standard
wolf guard TDA with fist and combi plasma


heavy support 6 long fangs
2 missiles
3 plasma cannons


heavy support 5 long fangs
4 missiles



heavy support 6 long fangs
5 missiles
wolf guard

fortification aegis defence line
quad gun


This message was edited 1 time. Last update was at 2012/07/13 12:58:19


 
   
Made in gb
Painting Within the Lines




The quad gun will be useful, what would be the main protection of it? I see that as being a main source of the fighting.

If I got my painting act together and manage to get some more monies, I would be taking something along the lines of.

3 Dakkajets and a fortress of redemption as my main core.
What would be your way to deal with the Fortress? It's tough and would shell you to death and blow up tanks or planes.

Looks good, the multiple psykers will help keep things alive considering the powers.
   
Made in gb
Speedy Swiftclaw Biker




the fortress would get hit with melta on turn 1 which would be aimed at the building with the silo, well that would be the plan the fortress is good. can it still shoot if there is no1 inside it.

the psykers are great. do you think the plasma cannons are a good idea i think they may be not bad as this lets me decimate troops.
   
Made in gb
Longtime Dakkanaut






Sheffield / Oxford

clark10 wrote:i dont have any shooting attacks for my priest as i always take divination

Oh of course! Sorry, I'm just used to taking the Space Wolf Psychic Powers because they are excellent and you will get them every game without having to roll for them.

As for the 3rd Long Fangs squad, yes, you would benefit from it. I'm bringing 3 along. As for the Plasma Cannons on them, I think that in this case it is a good idea. With 6th ed you need something to deal with 2+ saves and 3 Plasma Cannons will do the job.

This message was edited 1 time. Last update was at 2012/07/13 14:24:13


-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

I would drop the WTN from the rune priest. With WS 5, he's hitting standard troops on a 3+ anyway and if he gets into CC with anybody more serious then the WTN isn't going to save him.

I also think that the master runes is a waste of 100 points. Do you really want to spend 100 points just to get the "ignores cover" special power? Totally not worth it. Plus, the priests get to roll for two powers each from the Divination chart and they can't have the same combination of powers. You already have a better than 50/50 chance of getting the power you want.

Next, you have no transports. Is this because you think Rhinos are useless now? They're not. Rhinos are still a bargain at 35 points. If you think vehicles are worthless, then why are you giving meltaguns to all of your Grey Hunters? Consider taking some plasmaguns instead so you can use that AP2 goodness to kill terminators.

EDIT : I forgot to say that I really like the idea of 3 plasma cannons in your long fang unit. Use the Divination primaris power on that unit to get re-rolls to hit. mmmm...Does anyone smell fried infantry?

This message was edited 1 time. Last update was at 2012/07/13 17:58:35


2500 pts

Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.



 
   
Made in ca
Stealthy Space Wolves Scout






Question, why don't you drop the master of rune on both Rune Priest for a extra Runepriest its about the same cost, and if you really need those powers greatly increase your chances.

My purpose in life is to ruin yours. 
   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

Grey elder wrote:Question, why don't you drop the master of rune on both Rune Priest for a extra Runepriest its about the same cost, and if you really need those powers greatly increase your chances.


This is an excellent point. My taste would be to drop the master of runes on both priests and get 3 rhinos. But if you really have your heart set on those divination powers, then Grey has the right idea.

2500 pts

Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.



 
   
Made in us
Jealous that Horus is Warmaster





With Master of Runes he can cast 2 spells per priest can't he?

Dropping for 1 more person would only give him the ability to cast 1 spell per priest.

I am not 100% sure, and I don't have my BGB with me, but I thought that the Master of Runes enabled you to use 2 powers. So he'd be able to use 4 powers right now, vs 3 powers if he drops the stuff to get 1 more priest.

Again, I need to spend more time reading the BGB, but I thought that's how it went.

This message was edited 1 time. Last update was at 2012/07/13 18:42:29


 
   
Made in gb
Speedy Swiftclaw Biker




the rune priest do boast the army alot but the 2 of them are expensive so i have decided to have just the 1 and then have an out flanking rhino with a wolf guard battle leader in it.

the list is as follows:
hq wolf guard battle leader
runic armour
thunder hammer storm shield
wolf tooth necklace
saga of the hunter


hq rune priest
master of runes


elites lone wolf
TDA chain fist storm shield


troops grey hunters 8
melta
wolf standard
wolf guard power fist and combi melta TDA
drop pod


troops grey hunters 7
melta
wolf standard
wolf guard power claw and combi melta
rhino


troops grey hunters 7
plasma
wolf standard
wolf guard power fist and combi plasma TDA




heavy long fangs
2 missiles
2 plasma cannons


heavy long fangs
4 missiles



heavy long fangs
5 missiles
wg


fortifications aegis defence line
quad gun

the battle leader goes witht the rhino squad. the priest joins the foot slogging unit that hold my objective this will let me cast re roll hits on to the long fang unit as it has a 12" range if i feel i need something to die quickly and i can use my other spell to do what i want.

i have foot that wolves are a slow army if foot slogging and this doesnt help me very much. where as now with 1 unit coming in turn 1 from the sky and the other hopefully turn 2 from outflanking. doing this lets me put the units where i want them and need them most,

the plasma cannons are pretty decent against deep striking termies ore a big infantry squad. this list has a lot of targets and dimentions i just hope it is allround better than my previous list not that they were bad just that i feel this will help me turn the draws into victories.
   
Made in gb
Longtime Dakkanaut






Sheffield / Oxford

clark10 wrote:I have decided to have just the 1 and then have an out flanking rhino with a wolf guard battle leader in it.

I'm not too sure on this idea personally. For a start you can't assault out of a Rhino, so I'm not sure why you're spending 35pts on this. Plus, you can't assault out of reserve, so either way that battle leader will have to stand out in the open by himself for at least 1 turn before he can charge anything. He'll get shot before he can do anything. Maybe you could use the Rhino as a wall for him but to be honest it's not that difficult to shoot the Rhino apart and get to the juicy battle leader behind it. I'd rather just get another Rune Priest.

-Tom Leighton
- Ireland ETC - Eldar - 2016

-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 
   
Made in gb
Speedy Swiftclaw Biker




the rhino gave me a 6" move from outflank then i can disembark six gets me closer to the enemy but this list wasnt ideal. i like close combat with characters but having 1 at 1500 doesbt work to well with this list

also i was finding the lone wolf was a bit out of place so i droped him even they i converted and painted an awesome model but still.

so here is the TOS list mark 3

hq rune priest
master of runes


troops grey hunters 10
plasma x2
wolf standard
wolf guard power fist and combi plasma TDA + CML



troops grey hunters 7
melta
wolf standard
wolf guard power fist and combi melta
rhino


troops grey hunters 7
melta
wolf standard
wolf guard power fist and combi melta
rhino


troops grey hunters 7
melta
wolf standard
wolf guard power fist and combi melta
rhino



heavy long fangs
2 missiles
2 plasma cannons


heavy long fangs
4 missiles


`
heavy long fangs
5 missiles
wolf guard


fortifications aegis defence line
quad gun

this list should do not bad only 1 priest means i put him with the large squad but put him near the back so if i need to i can cast re roll hits to the long fangs, and misfortune works a treat with this as well.

plasma cannons are win against most armies. and usualy do quite well. a flyer heavy list will annoy this army but there isnt anything i can do about that.

rhino squads give me more proctection early on in the game and allow me to go forward quickly.
   
 
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