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![[Post New]](/s/i/i.gif) 2012/07/30 09:44:25
Subject: Nasty 1500 wolves.
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Speedy Swiftclaw Biker
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having played various space wolf armies in 6th ed and learning what works and what doesnt. i have come up with a list that may not be optimal but is pretty horrible if i go first and if i go second well its not to bad either.
after having learned that rhinos and razorbacks only work if i have at least 5 at 1500 points. which i dont have 5 and dont like giving long fangs razors. if i only have 3 rhinos they get shot quickly and my hunters get stranded very quickly and then i am on the back foot for the rest of the game, this isnt good since 5/6 games now have objectives.
i have found plasma very useful in 6th ed for 2 reasons:
1) it kills marines and termies very easily.
2) it can be used as anti transport due to hull points.
melta is still pretty good but there isnt the same emphisis as it previously had.
i have choosen drop pods for my units as it gets me where i want to be on turn 1 and that it means i will be ignoring night fight for a few of my units, this is important as 50% of games will have night fight on turn 1 and 50% of those games that dont turn 1 will have on turn 5.
so the list is as follows.
hq rune priest (divination)
elites 5 wolf guard
5 combi plasma
drop pod
elites lone wolf
TDA c/f s/s
troops 9 grey hunters
plasma
wolf standard
wolf guard with fist and combi plasma TDA
drop pod
troops 9 grey hunters
melta
wolf standard
wolf guard with wolf claw and combi melta TDA
drop pod
troops 5 grey hunters
plasma
wolf guard TDA CML
heavy 6 long fangs
4 missiles
1 plasma cannon
heavy 6 long fangs
4 missiles
1 plasma cannon
heavy 6 long fangs
4 missiles
1 plasma cannon
fortification aegis defence line
quad gun
tactics:
0) set up the ADL into 3 or 4 parts with the small hunter squad controling an objective and the quad gun.
1) determine whether or not the plasma suicide squad should come down turn 1.
2) cast re roll hits on a long fang unit.
3) bring down 2 pods 1 0n an objective and 1 where the plasma is needed, these should go on the flanks to give me good firing lanes for my missiles.
4) prioritise my targets and tighten the hoose.
i have run a similar list to this and it is working vell, this list hasnt been tried yet but this will offer alot of fire power and the ability to split fire with the plasma cannons is amazing, really puts a dent in the enemys infantry.
so what do yous think.
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![[Post New]](/s/i/i.gif) 2012/07/30 13:21:03
Subject: Nasty 1500 wolves.
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Veteran Wolf Guard Squad Leader
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clark10 wrote:
troops 9 grey hunters
plasma
wolf standard
wolf guard with fist and combi plasma TDA
drop pod
troops 9 grey hunters
melta
wolf standard
wolf guard with wolf claw and combi melta TDA
drop pod
These guys can't fit into their drop pods as is because the terminators each count as two models. Maybe put a wolf-guard with power armor and combi-weapon in each of these squads instead? Then the TDA wolf guard could drop down with the wolf guard unit.
Also, the FAQ's of most of the major tournaments here in the US are requiring you to set up the ADL so that all of the pieces are touching.
I like the way you have your devastators set up. Plasmacannons are nice, but they don't benefit from the divination re-roll as much as a lascannon or ML would.
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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.
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![[Post New]](/s/i/i.gif) 2012/07/30 14:41:23
Subject: Nasty 1500 wolves.
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Speedy Swiftclaw Biker
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cheers for the response.
good spot with the wolf guard completly forgot about that. hmmm dont know what will be better 10 guys or 9 guys with 1 in termie armor. no termie armour would free up 10 points and the 9 guys would free up 30 point
for the ADL is it not that aslong as each peice is touching another then its fine, thats the way i interperate the rules.
i thought about a las cannon but the plasma cannons have been excelent so far and they decimate infantry lines
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![[Post New]](/s/i/i.gif) 2012/07/30 15:01:46
Subject: Nasty 1500 wolves.
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Veteran Wolf Guard Squad Leader
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clark10 wrote:
good spot with the wolf guard completly forgot about that. hmmm dont know what will be better 10 guys or 9 guys with 1 in termie armor. no termie armour would free up 10 points and the 9 guys would free up 30 point
I think you should just move the two Terminators to your elite's squad and move two of those guys to be the pack leaders of the GH squads. That way, you get some 2+ saves in your plasma drop pod and you can still use your GH's as is.
i thought about a las cannon but the plasma cannons have been excelent so far and they decimate infantry lines
It's true. I prefer the Plasma Cannon too and you've got melta to deal with armor, so you're probably ok. I was just pointing out that blast weapons don't benefit from the re-rolls as much.
Did you consider a wolf priest instead of or in addition to a rune priest? Preferred Enemy let's you re-roll your 1's to hit AND to wound. Which is a very nice combo for GH's armed with bolters and plasma. Re-rolling the 1's to hit means that you'll rarely get hot. Re-rolling the 1's to wound means that the plasma will almost always wound. Furthermore, the wolf priest does this automatically without have to roll a psychic test.
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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.
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![[Post New]](/s/i/i.gif) 2012/07/31 07:35:40
Subject: Nasty 1500 wolves.
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Speedy Swiftclaw Biker
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i dont have the points to put termies in the elite choice unfortunatly, it costs 15 per model and i only save 10 points dropping the termie armor.
wolf priests are pretty good and had thought about adding 1 in but the rune priest seams the better choice all round. the rune preist adds some psychic defence as well. thought on having 2 hqs but i feel its too much of a points sink.
i like this list. seams solid the long fangs are the real work horses of this army the plasma unit just keeps the enemy occupied for an extra turn. this army works very well in night fight as i get a 2+ cover save on turn 1 and my droppods effectivly ignore the effects of night fight.
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![[Post New]](/s/i/i.gif) 2012/07/31 16:14:41
Subject: Nasty 1500 wolves.
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Veteran Wolf Guard Squad Leader
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clark10 wrote:
i dont have the points to put termies in the elite choice unfortunatly, it costs 15 per model and i only save 10 points dropping the termie armor.
No this can't be right. The WG in TDA that you have attached to your GH squads are already in terminator armor. Technically, they are already part of your plasma elite unit. You don't add them to your troop squads as pack leaders until the beginning of the game. What I am suggesting is that you just keep the terminators that you have already paid for in the plasma elite unit and instead attach one of the power armored WG as pack leaders instead.
This doesn't change the cost of your list at all. Automatically Appended Next Post: So what I mean is, make the change's that I've put in read.
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This message was edited 1 time. Last update was at 2012/07/31 16:20:14
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.
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![[Post New]](/s/i/i.gif) 2012/07/31 20:35:50
Subject: Re:Nasty 1500 wolves.
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Veteran Wolf Guard Squad Leader
Pacific NW
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I'd drop that Lone Wolf personally. Most of your forces that he'd need to be near are in Pods. Grab some MotW for each Grey Hunter unit (the number of attacks you can potentially get is absurd; if you object for fluff reasons just say they are berserkers) and maybe some TDA for the Wolf Guard pod. Keep the Rune Priest with the Wolf Guard pod.
Not a bad list. That's a lot for your opponent to deal with.
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