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![[Post New]](/s/i/i.gif) 2012/07/24 19:09:30
Subject: Blood Angels with Space Wolves - 1500
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Furious Raptor
Fort Worth, TX
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Based on a recent 1750 game that I played with a friend, I've come up with a 1500 point list that utilizes some Space Wolves lending a hand.
I'm not sold on the Stormraven in the long run, but given the people I most often play with, it makes sense at the moment. I generally swap out Blood Lance for a divination power, as prescience is a pretty nice Primaris power.
I'm still pretty new to the game and haven't read a ton of tactics for Blood Angels, so this list could very well have a ton of holes in it.
Here's a modified list based on some feedback in the thread:
Blood Angels
HQ:
Librarian in Terminator Armor with Storm Bolter, force sword, Shield of Sanguinius, and The Blood Lance.
Elite:
Sanguinary Guard x5 stock
Terminator Squad w/ and chainfist
Troops:
10 man Assault Marine Squad with flamer and meltagun. Sergeant has a powerfist.
9 man Scout Squad with cloaks, snipers, and a teleport beacon
Heavy Support:
Stormraven Gunship with twin-linked multi-melta, twin-linked lascannon,
Space Wolves
HQ:
Rune Priest with Living Lightning and Jaws of the World Wolf
Troop:
10 Grey Hunters with flamer and meltagun
Heavy Support:
5 Long Fangs with four missile launchers
And here's the original list.
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This message was edited 5 times. Last update was at 2012/07/26 15:23:37
I out with in both 40k and WHFB.
Co-host of the HittingOn3s Podcast
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![[Post New]](/s/i/i.gif) 2012/07/24 21:20:11
Subject: Re:Blood Angels with Space Wolves - 1500
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Regular Dakkanaut
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Jump packs are insanely expensive on DC go with a drop pod instead to save a 115 points. If you are going to give them jump packs give them bolt pistols and chain swords. On the charge they can get 6 attacks each!
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![[Post New]](/s/i/i.gif) 2012/07/24 21:34:12
Subject: Blood Angels with Space Wolves - 1500
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Member of the Malleus
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DC in a droppod with Bolters are comparable, with the points saved toss a chaplin in with them... rapidfire then reroll hits and wounds... DEATH
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Task Force Rath : 5000
Deathwatch: 4000
6000+ |
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![[Post New]](/s/i/i.gif) 2012/07/24 21:51:08
Subject: Blood Angels with Space Wolves - 1500
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Blood Angel Neophyte Undergoing Surgeries
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hazal wrote:DC in a droppod with Bolters are comparable, with the points saved toss a chaplin in with them... rapidfire then reroll hits and wounds... DEATH
Definitely, drop the jump packs and for a drop pod and a chaplain and you will have not have to much resistance from anything
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8000
4000
Starting list 1000 |
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![[Post New]](/s/i/i.gif) 2012/07/25 00:32:39
Subject: Blood Angels with Space Wolves - 1500
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Furious Raptor
Fort Worth, TX
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I'll have to give that a shot. I think I defaulted to jump packs because that's what I have modeled. I'll have to get some Death Company with bolters up and running.
I appreciate the feedback!
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I out with in both 40k and WHFB.
Co-host of the HittingOn3s Podcast
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![[Post New]](/s/i/i.gif) 2012/07/25 14:13:54
Subject: Blood Angels with Space Wolves - 1500
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Raging-on-the-Inside Blood Angel Sergeant
Alexandria, VA
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I don't mind jump packs on the DC but it is very expensive to do that and buy a SR for them, either or IMO. Especially at 1500.
The Wolves seem like an expensive way to get Living Lightning and Jaws in your army. You could get more cost efficient alternatives by just running with pure BA units. Like scouts instead of grey hunters. We get Devs (yes they cost more than Long Fangs) but you don't have to buy a Rune Priest and Grey Hunters to access one unit.
For your assault squad, give it 2x flamers or 2x melta, not 1-and-1. With a PF, melta makes more sense.
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![[Post New]](/s/i/i.gif) 2012/07/25 16:33:06
Subject: Re:Blood Angels with Space Wolves - 1500
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Veteran Wolf Guard Squad Leader
Pacific NW
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How are you kitting your Grey Hunters?
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![[Post New]](/s/i/i.gif) 2012/07/26 13:28:50
Subject: Re:Blood Angels with Space Wolves - 1500
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Furious Raptor
Fort Worth, TX
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cowmonaut wrote:How are you kitting your Grey Hunters?
I actually purchased them already already made, but I have enough to run all 10 holding bolters. If I recall correctly, the Grey Hunters I run all have helmets. I try to run the Blood Claws that hold bolt pistols and don't have helmets. The purchase did include a Space Wolf Battleforce, and that's how I intend to model them...assuming that's what you meant.
reps0l wrote:
I don't mind jump packs on the DC but it is very expensive to do that and buy a SR for them, either or IMO. Especially at 1500.
The Wolves seem like an expensive way to get Living Lightning and Jaws in your army. You could get more cost efficient alternatives by just running with pure BA units. Like scouts instead of grey hunters. We get Devs (yes they cost more than Long Fangs) but you don't have to buy a Rune Priest and Grey Hunters to access one unit.
For your assault squad, give it 2x flamers or 2x melta, not 1-and-1. With a PF, melta makes more sense.
The Stormraven isn't really for the DC. I CAN put them in there, or a combat squad of Assault Troops. It's there as an air superiority unit or a way to take down a potential of two flyers in a round, if need be. The ability of PotMS to fire at a separate target makes that invaluable. Is it a sacrifice at 200 points? Yes, but given how strong flyers currently are, and given that it's my only option to get one, I personally see it as required. It definitely changes my opponent's strategy.
I run the wolves to get the Long Fangs since they can split fire their targets. You're right, I'm taking an HQ and another troop to get the Long Fangs. I could take a Wolf Guard Battle Leader for fewer points, but Living Lightning is a nice attack (except on a result of 1 on my d6 attacks), especially now that glances can wreck a vehicle. Jaws is there as a potential sacrifice if I want to get a different psychic power.
The Grey Hunters are better than the a BA Tactical Squad as a scoring unit...150 vs 170 and they have a bolter, bolt pistol, and CCW. BA only gets a bolter and bolt pistol. I can score, fire 24" or 2 shots with 12", and have counter-attack...all for 20 points less. This gives me the ability to combat squad my assault troops, sending the one squad with a flamer against troops and the other squad, with a melta, against any hidden vehicles. Since Death Company still can't capture, it's good to have another MEQ troop unit that is a shade better in close combat than my BA tac squad is.
I did run scouts with cloaks in my 1750 game and they were targeted immediately for first blood, both because they are weaker than MEQs but also because they can assign wounds on to-hit rolls of 6. I like Scouts and recently went through the trouble of acquiring some with sniper rifles and cloaks so that I don't have to proxy with my friends, but not in this list.
I put an order in for a Chaplain so that I can run DC without the jump packs.
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I out with in both 40k and WHFB.
Co-host of the HittingOn3s Podcast
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![[Post New]](/s/i/i.gif) 2012/07/26 13:53:44
Subject: Re:Blood Angels with Space Wolves - 1500
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Veteran Wolf Guard Squad Leader
Pacific NW
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kcwm wrote:cowmonaut wrote:How are you kitting your Grey Hunters?
I actually purchased them already already made, but I have enough to run all 10 holding bolters. If I recall correctly, the Grey Hunters I run all have helmets. I try to run the Blood Claws that hold bolt pistols and don't have helmets. The purchase did include a Space Wolf Battleforce, and that's how I intend to model them...assuming that's what you meant.
Not quite...
Grey Hunters have a lot of wargear options. Special Weapons (Melta or Plasma in pairs), Combat Weapons (Mark of the Wulfen and/or Power Weapon), and a Wolf Standard are typically what you'd want to bring. If you didn't want to spend too many points, a Flamer is free and you can pick any weapon for your free second Special Weapon if you have 10 models. The rest I would highly recommend as it dramatically increases their combat capabilities.
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![[Post New]](/s/i/i.gif) 2012/07/26 14:23:13
Subject: Blood Angels with Space Wolves - 1500
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Longtime Dakkanaut
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Get your hands out of those Long Fangs!!!! lol
Man, this will be edition of runepriests + longs fangs allies, it is clear, and make me sad as a lot of prized veterans and rune seers will be around "like puppys" for other armies... At least model them properly ok? :(
The list seens solid, for a 1500 points. I would drop that DC company, or at least their Jump Packs, and use the Storm Raven to transport them, with the points it can be a great ideia to: a) buy a razorback for the Long Fangs, with Lascannon or Las-Plas (or even heavy bolter). It is another shoot, and will help in missions where HS is scoring. b) buy runi/artificers armors for your HQs, 2+ save is worth in this new edition.
And one little ideia: scouts with snipers and camo cloak are great, take a thunder fire cannon, and use the TFC tech priest to reinforce any 4+ cover to 3+, and place your snipers there with a 2+ save from shooting. I think you will spend the same (or less) than in the DC, and your army will become shooty as hell...
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If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). |
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![[Post New]](/s/i/i.gif) 2012/07/26 14:37:05
Subject: Re:Blood Angels with Space Wolves - 1500
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Furious Raptor
Fort Worth, TX
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cowmonaut wrote:
Not quite...
Grey Hunters have a lot of wargear options. Special Weapons (Melta or Plasma in pairs), Combat Weapons (Mark of the Wulfen and/or Power Weapon), and a Wolf Standard are typically what you'd want to bring. If you didn't want to spend too many points, a Flamer is free and you can pick any weapon for your free second Special Weapon if you have 10 models. The rest I would highly recommend as it dramatically increases their combat capabilities.
Ah, my apologies. Like I said, I'm still pretty new and getting a grasp on what people mean.
I actually forgot that I do run a melta-gun in the Grey Hunters since you can swap one in for free. I'll have to check to see if I have any flamer GH put together.
Before 6th edition, I honestly hadn't given the Space Wolves much thought outside of putting together a small army for my wife to learn to play. I actually bought the SW for her. I got one hell of a deal from a FLGS that was looking to move a huge lot of mostly SW stuff. It was too good of a deal to pass up. Had that not happened, I wouldn't be giving SW a second thought.
Automatically Appended Next Post:
The Dwarf Wolf wrote:Get your hands out of those Long Fangs!!!! lol
Man, this will be edition of runepriests + longs fangs allies, it is clear, and make me sad as a lot of prized veterans and rune seers will be around "like puppys" for other armies... At least model them properly ok? :(
The list seens solid, for a 1500 points. I would drop that DC company, or at least their Jump Packs, and use the Storm Raven to transport them, with the points it can be a great ideia to: a) buy a razorback for the Long Fangs, with Lascannon or Las-Plas (or even heavy bolter). It is another shoot, and will help in missions where HS is scoring. b) buy runi/artificers armors for your HQs, 2+ save is worth in this new edition.
And one little ideia: scouts with snipers and camo cloak are great, take a thunder fire cannon, and use the TFC tech priest to reinforce any 4+ cover to 3+, and place your snipers there with a 2+ save from shooting. I think you will spend the same (or less) than in the DC, and your army will become shooty as hell...
My idea, and reason I took the DC with jump packs, was to DoA down and land within around 12" away, be able to shoot 24" away immediately, and then really soften my victims up the subsequent round by jumping 12", being able to fire 2 shots each with the bolters, and then assault. The Hammer of Wrath attack can really hurt if your target rolls poorly (which happened to me).
That being said, it's sounding like I might be better off directing those points elsewhere altogether. I like the idea of the scouts and the high cover save, even having a 3+ in ruins, especially if I ran more than 5 scouts...9 with snipers and maybe a heavy bolter for defense purposes. The TFC isn't in the most recent BA codex or FAQ, so that part of it is out.
Ok, so how about this (changes are in italics):
Blood Angels
HQ:
Librarian in Terminator Armor with Storm Bolter, force sword, Shield of Sanguinius, and The Blood Lance.
Elite:
Sanguinary Guard x5 stock
Terminator Squad w/ and chainfist
Troops:
10 man Assault Marine Squad with flamer and meltagun. Sergeant has a powerfist.
9 man Scout Squad with cloaks, snipers, and a teleport beacon
Heavy Support:
Stormraven Gunship with twin-linked multi-melta, twin-linked lascannon,
Space Wolves
HQ:
Rune Priest with Living Lightning and Jaws of the World Wolf
Troop:
10 Grey Hunters with flamer and meltagun
Heavy Support:
5 Long Fangs with four missile launchers
____
I'm leaving the Assault Squad with a flamer and a melta in the event I combat squad them so that I can DoA and send one after troops and one after vehicles. Our group has one guy that likes to use bikes (removes cover save) and another with scarabs (extra damage), so the flamer can go after them.
I reserve the terminators and teleport them in near the scouts, that have infiltrated.
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This message was edited 5 times. Last update was at 2012/07/26 15:24:02
I out with in both 40k and WHFB.
Co-host of the HittingOn3s Podcast
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![[Post New]](/s/i/i.gif) 2012/07/26 15:10:37
Subject: Blood Angels with Space Wolves - 1500
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Crazed Gorger
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It's a good list. To echo what fellas said above
10 GH 2 meltas or flamers, mark of wolfen, wolf banner. That's the setup.
They aren't amazing, but they can hold their own vs. anything that isn't initative 5 with power weapons or in terminator armor at 180 points including upgrades.
Also, you are going to have a hard time winning in 6th edition with this list...if only because 5 of the 6 games are objective based. You only have 2 scoring units at 1500 points. 3 of the 6 game modes you will be playing for a tie most of the time and lose most games.
also, no transport for grey hunters = death.
Here's where I would tweak it.
You can run 2 HQ's in one SW slot. Take a Wolf Lord with Saga of Hunter and attach the Grey Hunters to them. They can outflank and get down the field to contest objectives. Also, he gives them preferred enemy...reroll all 1's in shooting and CC Attach the RP to the Long Fangs and just cast LL all game, then JOTWW when things come close.
Then yes, take off the jump packs with the DC and put them in the storm raven. That'll save you the points for the Wolf Priest.
Moving up past 1500, you need another blood angel scoring unit at the very least, then a reclusiarch would be nice as your 2nd BA HQ for the DC.
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2000 pts 20-4-3
( ) 1500 pts 5-0
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![[Post New]](/s/i/i.gif) 2012/07/26 15:15:33
Subject: Blood Angels with Space Wolves - 1500
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Furious Raptor
Fort Worth, TX
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deggreg@yahoo.com wrote:It's a good list. To echo what fellas said above
10 GH 2 meltas or flamers, mark of wolfen, wolf banner. That's the setup.
They aren't amazing, but they can hold their own vs. anything that isn't initative 5 with power weapons or in terminator armor at 180 points including upgrades.
Also, you are going to have a hard time winning in 6th edition with this list...if only because 5 of the 6 games are objective based. You only have 2 scoring units at 1500 points. 3 of the 6 game modes you will be playing for a tie most of the time and lose most games.
also, no transport for grey hunters = death.
Here's where I would tweak it.
You can run 2 HQ's in one SW slot. Take a Wolf Lord with Saga of Hunter and attach the Grey Hunters to them. They can outflank and get down the field to contest objectives. Also, he gives them preferred enemy...reroll all 1's in shooting and CC Attach the RP to the Long Fangs and just cast LL all game, then JOTWW when things come close.
Then yes, take off the jump packs with the DC and put them in the storm raven. That'll save you the points for the Wolf Priest.
Moving up past 1500, you need another blood angel scoring unit at the very least, then a reclusiarch would be nice as your 2nd BA HQ for the DC.
I tweaked the list a bit to remove the DC altogether. Allies only allows for 1 HQ unit, not two, unless there's something about The Wolf Lord that I'm not aware of, which is likely the case. As I said, I haven't really gone digging into the SW codex except to find out the costs/stats of the units and what the psychic powers do.
I'll admit to being a little stuck in 5th edition mode. I haven't played enough in 6th edition to be aware of some of the necessary adjustments. The 1750 list I ran did have my opponent concede in the 5th round. I combat squaded my Assault Troops in that game, giving me a 4th scoring unit (Scouts, GH, and two 5 man assault teams). I'd be in the same boat with my modified list.
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This message was edited 5 times. Last update was at 2012/07/26 15:35:01
I out with in both 40k and WHFB.
Co-host of the HittingOn3s Podcast
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![[Post New]](/s/i/i.gif) 2012/07/26 15:36:27
Subject: Blood Angels with Space Wolves - 1500
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Veteran Wolf Guard Squad Leader
Pacific NW
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The Dwarf Wolf wrote:Get your hands out of those Long Fangs!!!! lol
Man, this will be edition of runepriests + longs fangs allies, it is clear, and make me sad as a lot of prized veterans and rune seers will be around "like puppys" for other armies... At least model them properly ok? :(
I hear you brother! Too many people have heard that "zomg Rune Priests and Long Fangs are epic good" and think that its worth being allies with Space Wolves just for that. Personally I think Space Marine (and all variants) + IG combos are the strongest. But that's me.
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![[Post New]](/s/i/i.gif) 2012/07/26 15:51:02
Subject: Blood Angels with Space Wolves - 1500
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Furious Raptor
Fort Worth, TX
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cowmonaut wrote:The Dwarf Wolf wrote:Get your hands out of those Long Fangs!!!! lol
Man, this will be edition of runepriests + longs fangs allies, it is clear, and make me sad as a lot of prized veterans and rune seers will be around "like puppys" for other armies... At least model them properly ok? :(
I hear you brother! Too many people have heard that "zomg Rune Priests and Long Fangs are epic good" and think that its worth being allies with Space Wolves just for that. Personally I think Space Marine (and all variants) + IG combos are the strongest. But that's me.
I'm sure it counts for little, but I'm only doing it because I already had the models. My other armies are GK and CSM, neither of which are advantageous. I have considered taking a small Eldar force, if only to have the Farseer that completely wrecks other pyskers.
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This message was edited 1 time. Last update was at 2012/07/26 15:51:13
I out with in both 40k and WHFB.
Co-host of the HittingOn3s Podcast
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![[Post New]](/s/i/i.gif) 2012/07/26 16:06:27
Subject: Blood Angels with Space Wolves - 1500
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Raging-on-the-Inside Blood Angel Sergeant
Alexandria, VA
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kcwm wrote:I tweaked the list a bit to remove the DC altogether. Allies only allows for 1 HQ unit, not two, unless there's something about The Wolf Lord that I'm not aware of, which is likely the case. As I said, I haven't really gone digging into the SW codex except to find out the costs/stats of the units and what the psychic powers do.
Space Wolves armies can take 2 HQ per HQ FOC slot. Bringing Allies says you must take 1 HQ FOC.
It's still a pretty debatable topic: http://www.dakkadakka.com/dakkaforum/posts/list/464701.page
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![[Post New]](/s/i/i.gif) 2012/07/26 16:31:07
Subject: Blood Angels with Space Wolves - 1500
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Furious Raptor
Fort Worth, TX
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reps0l wrote:kcwm wrote:I tweaked the list a bit to remove the DC altogether. Allies only allows for 1 HQ unit, not two, unless there's something about The Wolf Lord that I'm not aware of, which is likely the case. As I said, I haven't really gone digging into the SW codex except to find out the costs/stats of the units and what the psychic powers do.
Space Wolves armies can take 2 HQ per HQ FOC slot. Bringing Allies says you must take 1 HQ FOC.
It's still a pretty debatable topic: http://www.dakkadakka.com/dakkaforum/posts/list/464701.page
After reading that thread, I fall into the camp that says that it's a Blood Angels army with Space Wolves allies, meaning I'd only get 1 HQ. Any other interpretation is taking the whole "gaming the system" up a notch.
Reading YMDC threads makes me REALLY appreciate my gaming group and even more glad that I don't play with some of the people in there.
I really need to sit down and fully read my SW and GK codices.
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This message was edited 1 time. Last update was at 2012/07/26 16:31:50
I out with in both 40k and WHFB.
Co-host of the HittingOn3s Podcast
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![[Post New]](/s/i/i.gif) 2012/07/26 16:59:16
Subject: Blood Angels with Space Wolves - 1500
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Crazed Gorger
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kcwm wrote:reps0l wrote:kcwm wrote:I tweaked the list a bit to remove the DC altogether. Allies only allows for 1 HQ unit, not two, unless there's something about The Wolf Lord that I'm not aware of, which is likely the case. As I said, I haven't really gone digging into the SW codex except to find out the costs/stats of the units and what the psychic powers do.
Space Wolves armies can take 2 HQ per HQ FOC slot. Bringing Allies says you must take 1 HQ FOC.
It's still a pretty debatable topic: http://www.dakkadakka.com/dakkaforum/posts/list/464701.page
After reading that thread, I fall into the camp that says that it's a Blood Angels army with Space Wolves allies, meaning I'd only get 1 HQ. Any other interpretation is taking the whole "gaming the system" up a notch.
Reading YMDC threads makes me REALLY appreciate my gaming group and even more glad that I don't play with some of the people in there.
I really need to sit down and fully read my SW and GK codices.
\
pretty debateable indeed. It'll get FAQ'd and I guarantee that GW will say 2 HQ's per FOC slot and the allies reference is to the slot, not the model...they LOVVVVEEE space wolves, so much overpowered stuff and special rules, no way they get jacked out of their multiple HQ's.
My only argument....the rulebook doesn't say for an allied force "you get one HQ model"...say you get "one HQ", to me that refers to your FOC, which gives 2 HQ's per slot in the SW codex. That would be the same as saying that if you ally with IG you can't take a CCS because it says 1 HQ, not 5 dudes making up one. Know I'm getting off topic, but there are alot of SW haters.....roll with 2 HQ's until it's FAQ'd  .
either way BA + SW...great combo, I've been rocking it in 6th with great results so far...good luck man!!
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This message was edited 2 times. Last update was at 2012/07/26 17:00:09
2000 pts 20-4-3
( ) 1500 pts 5-0
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![[Post New]](/s/i/i.gif) 2012/07/26 17:16:40
Subject: Blood Angels with Space Wolves - 1500
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Furious Raptor
Fort Worth, TX
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deggreg@yahoo.com wrote:pretty debateable indeed. It'll get FAQ'd and I guarantee that GW will say 2 HQ's per FOC slot and the allies reference is to the slot, not the model...they LOVVVVEEE space wolves, so much overpowered stuff and special rules, no way they get jacked out of their multiple HQ's.
My only argument....the rulebook doesn't say for an allied force "you get one HQ model"...say you get "one HQ", to me that refers to your FOC, which gives 2 HQ's per slot in the SW codex. That would be the same as saying that if you ally with IG you can't take a CCS because it says 1 HQ, not 5 dudes making up one. Know I'm getting off topic, but there are alot of SW haters.....roll with 2 HQ's until it's FAQ'd  .
either way BA + SW...great combo, I've been rocking it in 6th with great results so far...good luck man!!
I think the rule book makes it clear that unit can refer to a model or models, depending on the makeup of the unit. I interpret the word army and the word allies to mean two different, distinct things within the realm of 6th edition. Allies don't represent the full force of an army.
When it comes to building my army, my interpretation actually hinders me, but I feel that it's the intent of the rule. IIf/when it's FAQ'd, I'll be happy to go along with it. When something is hotly debated, I tend to err on the side of caution. For example, in 5th, when Baal Predators could smoke during their scout move, maintain that, and shoot during their 1st round shooting phase, I only used it once, felt cheap about it, and was glad when that was FAQ'd out in 6th.
Now, with my updated list, where can I free up 25 points to get Mark of the Wulfen and the banner...decisions, decisions. I suppose that the terminators are expendable, which would free up an additional 45 points by taking the Librarian out of the Terminator Armor and removing the beacon from the Scouts.
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This message was edited 1 time. Last update was at 2012/07/26 17:18:14
I out with in both 40k and WHFB.
Co-host of the HittingOn3s Podcast
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![[Post New]](/s/i/i.gif) 2012/07/28 06:28:43
Subject: Blood Angels with Space Wolves - 1500
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Longtime Dakkanaut
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giving a Special Rule to an IC dont make attached units get that USR. So, there is no outflanking space wolves with Saga of the Hunter.
The Saga give the rule to the IC, and he can only use it if a) he is alone, or b) he is with a unit that have the USR too (or a variation of it, Wolf Scouts ^^).
About your list: replace the terminators for Assault Termies with Thunder Hammer and Storm Shield, and use the Storm raven to put them in game...
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If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page
Please, if you think im wrong, correct me (i will try to take it constructively). |
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![[Post New]](/s/i/i.gif) 2012/07/29 19:28:07
Subject: Blood Angels with Space Wolves - 1500
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Longtime Dakkanaut
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The Dwarf Wolf wrote:giving a Special Rule to an IC dont make attached units get that USR. So, there is no outflanking space wolves with Saga of the Hunter.
The Saga give the rule to the IC, and he can only use it if a) he is alone, or b) he is with a unit that have the USR too (or a variation of it, Wolf Scouts ^^).
About your list: replace the terminators for Assault Termies with Thunder Hammer and Storm Shield, and use the Storm raven to put them in game...
The rulebook is clear on what USRs transfer and so are the codices. There are still a few badly worded issues but in general it is all clear. Look up the new wording for outflank in the USR.
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