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![[Post New]](/s/i/i.gif) 2012/07/31 18:07:55
Subject: Need help!!! 1850 Space Wolf tourney list
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Conniving Informer
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Hey guys,
Really need some help. I have been working alot for the last month and haven't played a game of 6 ed. got a tournament coming up for 1850 points and was thinking of doing a drop pod list led by logan. It's very much a work in progress so really need some help!!!
Logan Grimnar
275
WG - TDA, CMelta, CF
WG - TDA, Pwr Axe, SS, CML
WG - TDA, TH, SS
WG - TDA, CMelta, SS, MoTW
Drop Pod
297
Wolf Priest - TDA, CPlasma, MB, WTT, WTN
145
WG - TDA, TH, SS
WG - TDA, CPlasma, Pwr Sword
WG - TDA, CPlasma, WC
WG - CPlasma, Pwr Sword
WG - CPlasma, SS, MoTW
Drop Pod
250
Rune Priest - Chooser, WTN, RA
140
WG - CPlasma, WC, MB
GH x 8 - MoTW, Plasma, PP, Standard, PF
Drop Pod
273
GH x 10 - 2 x Melta, PP, MoTW, Standard, Pwr Sword
Drop Pod
245
Dread - HF, DCC, AC
Drop Pod
150
TOTAL
1775
Need to add 75 points, any suggestions..... anything above that may not work.
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Think of something witty..........
Well 8th has succeeded in making me a 40k noob.
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![[Post New]](/s/i/i.gif) 2012/07/31 18:58:10
Subject: Re:Need help!!! 1850 Space Wolf tourney list
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Veteran Wolf Guard Squad Leader
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Take the WTN away from the Rune Priest. He has weapon skill 5 so he hits all WS4 and lower on a 3+ already. You don't want him in close combat with another character - the only time a WTN will make a difference - because he'll die. So instead, you want to put another WG character in his unit who can accept a challenge in his place. Same goes for the wolf priest. That's a waste of 20 points.
I think your terminators have way too many storm shields. Storm shields are too expensive to take more than one per unit. For example, this unit
WG - TDA, CMelta, CF
WG - TDA, Pwr Axe, SS, CML
WG - TDA, TH, SS
WG - TDA, CMelta, SS, MoTW
Drop Pod
297
which I assume is going to be Logan's retinue, would look better IMO like this.
I don't know exactly how many points that saves you, but it's probably around 40 or 50.
[\spoiler]
For this unit
Wolf Priest - TDA, CPlasma, MB, WTT, WTN
145
WG - TDA, TH, SS
WG - TDA, CPlasma, Pwr Sword
WG - TDA, CPlasma, WC
WG - CPlasma, Pwr Sword
WG - CPlasma, SS, MoTW
Drop Pod
250
I would drop the WTN and melta bombs on the Wolf Priest saving you 15 points. Also consider taking runic armor instead of terminator armor. The only benefit of TDA over Runic Armor is the storm bolter and 5+ invulnerable, but you have replaced the SB with a combi weapon and he wolf priest already has a 4+ invulnerable save. Next, drop the storm shield on the MotW guy. That's another 30 points.
With the points you've saved and the points you have left to spend, you can get another Dreadnought with Drop Pod!
Automatically Appended Next Post: Also, I think you've just put too much wargear on generally. Particularly on the grey hunter squads. Plasma pistols, power weapons and power fists are way over priced for them. Especially for a drop pod suicide unit.
Try this...
8 x GH + Melta, MoTW, Standard (150 points)
1 x WG + Combi-melta, powerfist (43 points)
1 x Rune Priest in power armor (100 points)
Drop Pod (35 points)
(328 points total)
8 x GH + Plasma, MotW, Standard (155 points)
1 x WG + Combi-plasma, Wolf Claw (38 points)
1 x Wolf Priest in power armor (100 Points)
Drop Pod (35 points)
(328 points total)
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This message was edited 3 times. Last update was at 2012/07/31 19:09:33
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 20:01:31
Subject: Need help!!! 1850 Space Wolf tourney list
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Longtime Dakkanaut
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Just one quick thing, as I completely agree with Grugknuckle.
Blocka wrote:Rune Priest - Chooser, WTN, RA
140
Which psychic powers does he have? The way the rules work for psychic powers is that you take the standard powers from the Codex, and then you can swap each one out for a power from the core rulebook if you wish before deployment.
This is to get around Space Marine, Eldar, etc players simply not paying for powers and taking core powers every game to conserve points. If you're planning on just swapping out every game, I'd probably go for some of the more situational powers like Tempest's Wrath or something, as you may run into situations when you'd just prefer keep it as it is so good against a certain list.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/08/01 06:26:25
Subject: Need help!!! 1850 Space Wolf tourney list
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Conniving Informer
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Grugknuckle wrote:Take the WTN away from the Rune Priest. He has weapon skill 5 so he hits all WS4 and lower on a 3+ already. You don't want him in close combat with another character - the only time a WTN will make a difference - because he'll die. So instead, you want to put another WG character in his unit who can accept a challenge in his place. Same goes for the wolf priest. That's a waste of 20 points.
Hmmmm ok I agree with this. But I have used and like the idea of hitting a deamon on a 3+ then wounding on a 2+ 4 blood letters down! but it is rare so gone.
Grugknuckle wrote:I think your terminators have way too many storm shields. Storm shields are too expensive to take more than one per unit. For example, this unit
WG - TDA, CMelta, CF
WG - TDA, Pwr Axe, SS, CML
WG - TDA, TH, SS
WG - TDA, CMelta, SS, MoTW
Drop Pod
297
which I assume is going to be Logan's retinue, would look better IMO like this.
WG - TDA, CMelta, CF
WG - TDA, Pwr Axe, Combi-Plasma, CML
WG - TDA, TH, SS
WG - TDA, CMelta, Power Fist
Drop Pod
This squad will get alot of heat because of logan and the CML, so I want alot of SS. I already have 2 AP2 weapons I don't think I need the PF, I may change to Pwr Sword saving 15 points. Also I didn't think you could fire the CML and A combi weapon??? Plus for an already expensive model I think a 3++ is needed.
Grugknuckle wrote:For this unit
Wolf Priest - TDA, CPlasma, MB, WTT, WTN
145
WG - TDA, TH, SS
WG - TDA, CPlasma, Pwr Sword
WG - TDA, CPlasma, WC
WG - CPlasma, Pwr Sword
WG - CPlasma, SS, MoTW
Drop Pod
250
I would drop the WTN and melta bombs on the Wolf Priest saving you 15 points. Also consider taking runic armor instead of terminator armor. The only benefit of TDA over Runic Armor is the storm bolter and 5+ invulnerable, but you have replaced the SB with a combi weapon and he wolf priest already has a 4+ invulnerable save. Next, drop the storm shield on the MotW guy. That's another 30 points.
I like the idea of runic armour then I can fit in another PA WG with CPlasma. Also as above I will drop the WTN, but I think this squad needs a MB for dread defence.
Grugknuckle wrote:With the points you've saved and the points you have left to spend, you can get another Dreadnought with Drop Pod!
Dreads are a little fragile and I think one is more than enough.
Grugknuckle wrote:Also, I think you've just put too much wargear on generally. Particularly on the grey hunter squads. Plasma pistols, power weapons and power fists are way over priced for them. Especially for a drop pod suicide unit.
Try this...
8 x GH + Melta, MoTW, Standard (150 points)
1 x WG + Combi-melta, powerfist (43 points)
1 x Rune Priest in power armor (100 points)
Drop Pod (35 points)
(328 points total)
8 x GH + Plasma, MotW, Standard (155 points)
1 x WG + Combi-plasma, Wolf Claw (38 points)
1 x Wolf Priest in power armor (100 Points)
Drop Pod (35 points)
(328 points total)
I need this two squads to be a little more powerful as they will be in the enemies territory. I would trim them a little if I need the extra points.
Maybe I should explain my tactics.
I get to drop 3 pods in my first turn, I need nothing or something very hide able on the board in case my opponent goes first.
The 2 WG squads and 1 of the grey hunters depending on the opponent drop first turn. the melta squad if there are a lot of vehicles and the plasma squad for MEQ or psyker defence. They drop close together near the best targets and unload a absolutely ridiculous amount of shots. Then with a 3+ for turn 2 at least 1 if not both of the other drop pods come down. I will try to divide and conquer whilst keeping my units close together to stop them being picked off.
[quote=Rampage
Blocka wrote:Rune Priest - Chooser, WTN, RA
140
Which psychic powers does he have? The way the rules work for psychic powers is that you take the standard powers from the Codex, and then you can swap each one out for a power from the core rulebook if you wish before deployment.
This is to get around Space Marine, Eldar, etc players simply not paying for powers and taking core powers every game to conserve points. If you're planning on just swapping out every game, I'd probably go for some of the more situational powers like Tempest's Wrath or something, as you may run into situations when you'd just prefer keep it as it is so good against a certain list.
probably LL and JotWW due to the large amount of necrons in my LGC.
Thanks very much for the feedback please let me know what you think of the above.
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Think of something witty..........
Well 8th has succeeded in making me a 40k noob.
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![[Post New]](/s/i/i.gif) 2012/08/01 08:57:36
Subject: Need help!!! 1850 Space Wolf tourney list
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Longtime Dakkanaut
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Ok, but remember that JOTWW doesn't effect Wraiths due to them being Jump Infantry.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/08/01 10:50:13
Subject: Re:Need help!!! 1850 Space Wolf tourney list
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Conniving Informer
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Thats true but it does take out the 2 lords and retinue all with multible wounds and 2++ that one of the guys runs in tourneys.
And the other runs lots of crypteks so its handy!
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Think of something witty..........
Well 8th has succeeded in making me a 40k noob.
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![[Post New]](/s/i/i.gif) 2012/08/01 11:33:20
Subject: Need help!!! 1850 Space Wolf tourney list
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Longtime Dakkanaut
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Yeah, it's just a very common misconception as you just tend to assume that Jump Infantry are Infantry.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/08/01 14:50:05
Subject: Need help! 1850 Space Wolf tourney list
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Veteran Wolf Guard Squad Leader
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Blocka wrote:
But I have used and like the idea of hitting a deamon on a 3+ then wounding on a 2+ 4 blood letters down! but it is rare so gone.
If you take the basic "Divination" power on your Rune Priest, that allows you to re-roll ALL to Hit rolls in BOTH shooting AND close combat. Re-rolling a 4+ to hit gives you a 75% chance to hit, while having a straight 3+ is only 66% chance to hit. Plus the divination power can be used every single turn and not just in some rare assaults when you're attacking a WS5 model. Besides, its free while the WTN is 10 points.
This squad will get alot of heat because of logan and the CML, so I want alot of SS. I already have 2 AP2 weapons I don't think I need the PF, I may change to Pwr Sword saving 15 points. Also I didn't think you could fire the CML and A combi weapon??? Plus for an already expensive model I think a 3++ is needed.
A couple of things...
First, the space wolves FAQ makes it clear that you can use both a hand weapon (ie storm bolter etc) and the CML.
Second, I understand the desire for that 3++ from the storm shield. However, the terminator armor already gives you a 5++ so the 30 points you're spending for each SS is only getting a little bit. Also, wound allocation allows you to put one guy with a storm shield up front and he will have to take all of the hits until he dies. So if you just need to weather a single round of shooting from a hand full of AP2 weapons, then you only need one storm shield. ESPECIALLY because of the cost associated.
EDIT : The point I was failing to make in the above paragraph is just that with proper tactics, a single storm shield can provide a 3++ to the entire squad.
What are you going to use this squad for? Shooting or assault? It's best to pick one role and stick to it. If it's an assault role, then get rid of the CML. It costs too much and can't be used when you're in hand to hand. Similarly, if you're a shooty unit then all of those expensive CC weapons (chainfists, thunder hammers) are useless and hence a waste of points. By trying to make this unit a multi-role "jack-of-all trades" type unit you are throwing away points that could be spend better somewhere else. I'm just sayin'.
Remember - you don't have to attach Logan to a specific squad until AFTER you see the board and your opponent's list. So make one terminator squad the shooty squad and the other the CC squad. You can decide which one to put Logan in during the set-up phase.
I like the idea of runic armour then I can fit in another PA WG with CPlasma. Also as above I will drop the WTN, but I think this squad needs a MB for dread defence.
A chainfist is superior to melta bombs because you get more attacks (2 instead of 1) and you can use it as a powerfist against infantry models. And it's only 5 points more than a power fist anyway, so upgrading a power fist to a chainfist costs the same as a melta bomb.
Dreads are a little fragile and I think one is more than enough.
That's a fair point. I only put that out there because your previous list had two dreads in it. However, I think that two dreadnoughts dropping in with two terminator squads right on top of me is a terrifying thought. I can deal with one dreadnought. But two?
Anyway...you can definitely find other equally good (or better!) options for the points.
I need this two squads to be a little more powerful as they will be in the enemies territory. I would trim them a little if I need the extra points.
Spending extra on plasma pistols isn't going to make it more powerful, it's just going to make it more expensive. Really. With a wolf standard, a mark of the Wulfen AND a wolf guard with combi+fist, you're going to beat everything short of terminators in CC. The name of the game is "maximum effect with minimum points". What's more powerful, two fully decked out GH squads or three GH squads with wargear chosen appropriately for their roles? Trim the excess points out of your existing units and get another unit with the points. If you use your units for the jobs they are designed for, then you can get MORE units. That's all I'm saying.
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This message was edited 3 times. Last update was at 2012/08/01 14:55:00
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) 2012/08/01 15:24:32
Subject: Re:Need help!!! 1850 Space Wolf tourney list
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Veteran Wolf Guard Squad Leader
Pacific NW
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Grugknuckle wrote:Take the WTN away from the Rune Priest. He has weapon skill 5 so he hits all WS4 and lower on a 3+ already. You don't want him in close combat with another character - the only time a WTN will make a difference - because he'll die. So instead, you want to put another WG character in his unit who can accept a challenge in his place. Same goes for the wolf priest. That's a waste of 20 points.
100% spot on.
Grugknuckle wrote:I think your terminators have way too many storm shields. Storm shields are too expensive to take more than one per unit.
I would drop the WTN and melta bombs on the Wolf Priest saving you 15 points. Also consider taking runic armor instead of terminator armor. The only benefit of TDA over Runic Armor is the storm bolter and 5+ invulnerable, but you have replaced the SB with a combi weapon and he wolf priest already has a 4+ invulnerable save. Next, drop the storm shield on the MotW guy. That's another 30 points.
Also 100% spot on. You have a lot of fat (wargear or dubious usefulness) that needs to be cut from the list. You have whole extra units you can be taking.
Also, just because its in a Drop Pod doesn't mean it has to be a suicide unit. I'd question the value of spending your finite points on a throw away unit (statistically its iffy if they'd be able to destroy a target of value on Turn 1 in enough games to be worth while). Drop Pods are nice for the forward projection and added pressure. They can really throw an opponent off balance. I wouldn't base any strategy on purposely killing your own units.
Blocka wrote:Hmmmm ok I agree with this. But I have used and like the idea of hitting a deamon on a 3+ then wounding on a 2+ 4 blood letters down! but it is rare so gone.
Will never happen. Your Rune Priest is I:4 and at best has a 5++ invulnerable save. Also his weapon is only AP:3 and most Daemons have invulnerable saves. Most Daemons will actually rip him apart. Its kind of lame. They should have let us take Storm Shields like the Space Marine Librarians...
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![[Post New]](/s/i/i.gif) 2012/08/01 16:20:28
Subject: Need help! 1850 Space Wolf tourney list
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Conniving Informer
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cowmonaut wrote:Also, just because its in a Drop Pod doesn't mean it has to be a suicide unit. I'd question the value of spending your finite points on a throw away unit (statistically its iffy if they'd be able to destroy a target of value on Turn 1 in enough games to be worth while). Drop Pods are nice for the forward projection and added pressure. They can really throw an opponent off balance. I wouldn't base any strategy on purposely killing your own units.
I'm sorry if my last post was ambiguous, but they are no suicide squads in this list. First turn I drop three pods close together to support each other, near targets they are most affective against. Being able to pod in means my opponent must deploy first allowing me to select the best place to pod in, prefferably on an isolated part of his army. As most persons I play agains usually spread out when deploying and that i can move 6" after poding should mean this is possible most of the time. Then they shoot doing as much damage as possible. Then they have to weather the storm of fire. I am not worried about combat, would you assualt logan, or WG or GH knowing the other is in charge range next turn???? Then turn 2 I most likly drop another Pod also close by or if I am lucky enough to role both (posible as it is only a 3+) mayby drop on another target but always acompanied with backup> I try to run everything in 2s or 3s (pack mentallity and all, hehe) something I learned in 5th ed.
A grey hunter squad is good, but not much can beat 2 grey hunter squads!
cowmonaut wrote: Also 100% spot on. You have a lot of fat (wargear or dubious usefulness) that needs to be cut from the list. You have whole extra units you can be taking.
I would be interested in what you would do with this list. Could you post it please.
cowmonaut wrote:Blocka wrote:Hmmmm ok I agree with this. But I have used and like the idea of hitting a deamon on a 3+ then wounding on a 2+ 4 blood letters down! but it is rare so gone.
Will never happen. Your Rune Priest is I:4 and at best has a 5++ invulnerable save. Also his weapon is only AP:3 and most Daemons have invulnerable saves. Most Daemons will actually rip him apart.
It actually happened, ok it was 5ed, so no chalanges, and I was in cover and he had a squad of GH with him but they destroyed a full squad of blood letters!!!
cowmonaut wrote: Its kind of lame. They should have let us take Storm Shields like the Space Marine Librarians...
AGREED!!!! talk about deamon hunter!!!
Grugknuckle wrote:
If you take the basic "Divination" power on your Rune Priest, that allows you to re-roll ALL to Hit rolls in BOTH shooting AND close combat. Re-rolling a 4+ to hit gives you a 75% chance to hit, while having a straight 3+ is only 66% chance to hit. Plus the divination power can be used every single turn and not just in some rare assaults when you're attacking a WS5 model. Besides, its free while the WTN is 10 points.
As I said above I actually haven't played a game of 6th Ed yet as i have been working when my club meets, so I haven't used the new powers. Can you explain to me the pros and cons to taking the random ones in the BRB over choosing from the codex please.
Grugknuckle wrote:First, the space wolves FAQ makes it clear that you can use both a hand weapon (ie storm bolter etc) and the CML.
Awesome. But continue.....
Grugknuckle wrote:Second, I understand the desire for that 3++ from the storm shield. However, the terminator armor already gives you a 5++ so the 30 points you're spending for each SS is only getting a little bit. Also, wound allocation allows you to put one guy with a storm shield up front and he will have to take all of the hits until he dies. So if you just need to weather a single round of shooting from a hand full of AP2 weapons, then you only need one storm shield. ESPECIALLY because of the cost associated.
EDIT : The point I was failing to make in the above paragraph is just that with proper tactics, a single storm shield can provide a 3++ to the entire squad.
I see what you are saying however when they pod in I may not be able to cover all angles of enemy fire hence the extra. But I should only need 2.
Grugknuckle wrote:What are you going to use this squad for? Shooting or assault? It's best to pick one role and stick to it. If it's an assault role, then get rid of the CML. It costs too much and can't be used when you're in hand to hand. Similarly, if you're a shooty unit then all of those expensive CC weapons (chainfists, thunder hammers) are useless and hence a waste of points. By trying to make this unit a multi-role "jack-of-all trades" type unit you are throwing away points that could be spend better somewhere else. I'm just sayin'.
Both...... they drop in unload combi weapons then next turn move shoot assault.
Grugknuckle wrote:Remember - you don't have to attach Logan to a specific squad until AFTER you see the board and your opponent's list. So make one terminator squad the shooty squad and the other the CC squad. You can decide which one to put Logan in during the set-up phase.
But then I have to leave a spot in each squad for him meaning that the other will be smaller and easier to pick off. Something in my head screams 4 terminators = bad!
Grugknuckle wrote:A chainfist is superior to melta bombs because you get more attacks (2 instead of 1) and you can use it as a powerfist against infantry models. And it's only 5 points more than a power fist anyway, so upgrading a power fist to a chainfist costs the same as a melta bomb.
Hmmm.... Point taken I never noticed. But on a character who you want to have a Pwr Sword to strike first and kill amarine and lesser it might be handy in case of dreads. But does depend on what the game meta for 6th ed becomes.
Grugknuckle wrote:Anyway...you can definitely find other equally good (or better!) options for the points.
I need this two squads to be a little more powerful as they will be in the enemies territory. I would trim them a little if I need the extra points.
Spending extra on plasma pistols isn't going to make it more powerful, it's just going to make it more expensive. Really. With a wolf standard, a mark of the Wulfen AND a wolf guard with combi+fist, you're going to beat everything short of terminators in CC. The name of the game is "maximum effect with minimum points". What's more powerful, two fully decked out GH squads or three GH squads with wargear chosen appropriately for their roles? Trim the excess points out of your existing units and get another unit with the points. If you use your units for the jobs they are designed for, then you can get MORE units. That's all I'm saying.
OK two things:
First I was all good with WG leading GH with a PF in 5ed...but I believe it's a bad idea in 6ed. if chalanged by an ap3 wielding sgt he is dead and no attacks back. if chalanged by an ap2 wielding sgt we both get to attack and will probably kill each other. It would only be useful against a 2+ wielding an ap2 weapon. If that makes sense. I think it's better to hide the PF in you GH where they can not be singled out by challenges. And yes i know he still can by characters on a 6 to hit.
And secondly I like the idea of anther squad. Either GH or WG in addition or instead of the dread. What would you do with the above list I would like to see it as well!
And once again thankyou both for your feed back. You have helped alot!!!!
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Think of something witty..........
Well 8th has succeeded in making me a 40k noob.
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![[Post New]](/s/i/i.gif) 2012/08/01 18:38:01
Subject: Need help! 1850 Space Wolf tourney list
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Longtime Dakkanaut
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Blocka wrote:
First I was all good with WG leading GH with a PF in 5ed...but I believe it's a bad idea in 6ed. if chalanged by an ap3 wielding sgt he is dead and no attacks back. if chalanged by an ap2 wielding sgt we both get to attack and will probably kill each other. It would only be useful against a 2+ wielding an ap2 weapon. If that makes sense. I think it's better to hide the PF in you GH where they can not be singled out by challenges. And yes i know he still can by characters on a 6 to hit.
On the contruary, I'd say he's even more valuable than ever. He can still punch through Terminator armour, whilst also giving the GH some decent anti-tank combat capabilities, hitting all vehicles on 3+ at the worst now. If challenged, he can always decline it, not ideal but at least he'll remain alive. Plus, if you're that worried about it, put him in Terminator armour, it's not that more expensive due to the decreased cost of the Power Fist afterwards.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/08/01 18:44:23
Subject: Need help! 1850 Space Wolf tourney list
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Veteran Wolf Guard Squad Leader
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Hmm....where to begin?
cowmonaut wrote:Also, just because its in a Drop Pod doesn't mean it has to be a suicide unit.
I'm sorry if my last post was ambiguous, but they are no suicide squads in this list.
Just to be clear...I was the one who called it a suicide unit - not the OP. Sorry for the confusion.
A grey hunter squad is good, but not much can beat 2 grey hunter squads!
Precisely! And that's why you should trim the fat and get more grey hunters. MORE GREY HUNTERS...MWUHAHAHAHA!
It actually happened ....... blood letters!
The point is just that blood letters have an invulnerable save. So it doesn't do you any good to have power weapons against them. Why risk your 100 point Rune Priest when you'll get more utility from a 30 point grey hunter with MotW? The answer is don't. Keep your rune preist way the hell away from the enemy - he's a support character NOT a brawler. He buffs your other dudes, but when he's in close combat he can't use his best psychic powers and he's not very good in CC. He'll get killed.
As I said above I actually haven't played a game of 6th Ed yet as i have been working when my club meets, so I haven't used the new powers. Can you explain to me the pros and cons to taking the random ones in the BRB over choosing from the codex please.
EDIT : This link has a summary of the Psychic stuff from the BRB.
http://fromthewarp.blogspot.com/2012/06/40k-6th-edition-game-summary-charts-and.html
It goes like this...
You MUST choose two powers from the codex for each of your Rune Priests. However, at some point before deployment you may choose - on a model by model basis - whether you want to keep the codex powers that you have or if you want to exchange BOTH powers for two randomly selected powers from the BRB powers. But there is a little less randomness than meets the eye. First, for each roll you select a discipline. Each of the 5 disciplines has 7 powers. Space Wolves may choose from theBiomancy, Divination or Telekinesis disciplines. You choose the discipline you want and then you roll a D6 and consult the table. You can have that power ... OR ... if you don't want that one, you can take the "primaris power" (or default power) for that discipline. That means that if the Primaris power happens to be the one you actually want, then you are guaranteed to get it.
Ok...So the primaris power for Divination is called "Prescience". It says,
Warhammer 40K, 6th Edition Rulebook pg. 420 wrote:
Prescience is a blessing that targets a single friendly unit within 12" of the psyker. Whilst the power is in effect, the target unit may re-roll all failed to hit rolls.
That is an extremely effective power. You get to re-roll to hit in shooting AND in close combat. For BS4 shooters, that bumps the probability of hitting up from 66.7% to 88.9%.
I see what you are saying however when they pod in I may not be able to cover all angles of enemy fire hence the extra. But I should only need 2.
Dude. They're terminators right? How many AP2 weapons does your enemy have? Not so many that you have to cover "all angles". Find his AP2 weapons, drop in and shoot the crap out of them. You're not going to get them all and you will probably lose a model. But that isn't going to stop you from ripping their arms off in CC. An invulnerable save is nice, but you've got a 2+ armor save! Suck it up. In any case, if he has several units with AP2 weapons, then you need several units to counter them. But you can't afford several units because you spent all of your points on two tiny units of terminators. Want some devastating fire power with assault capability straight out of a drop pod? Try this..
But then I have to leave a spot in each squad for him meaning that the other will be smaller and easier to pick off. Something in my head screams 4 terminators = bad!
You've already constructed both squads with the intent of adding a character. All I'm saying is you don't have to say which character goes to which squad until you're ready to deploy.
First I was all good with WG leading GH with a PF in 5ed...but I believe it's a bad idea in 6ed. if chalanged by an ap3 wielding sgt he is dead and no attacks back. if chalanged by an ap2 wielding sgt we both get to attack and will probably kill each other. It would only be useful against a 2+ wielding an ap2 weapon. If that makes sense. I think it's better to hide the PF in you GH where they can not be singled out by challenges. And yes i know he still can by characters on a 6 to hit.
Notice that your units are all lead by HQ characters. If a unit of GH has a WG pack leader AND a character then you get to choose who accepts the challenge. Is the challenger a chump SM seargent with a power weapon or power fist? Accept with the character and trash him with 4 attacks at I5 and AP3. Is the challenger a close combat killing machine? In that case, the pack leader accepts and get's killed. His bad-ass causes one measely wound, but YOUR character gets a chance to trounce the other squad. You'll probably cause more wounds over all and STILL win the combat. Then your entire squad can gang up on the character and whats left of the other squad (if they haven't already run away).
And secondly I like the idea of anther squad. Either GH or WG in addition or instead of the dread. What would you do with the above list I would like to see it as well!
Agreed. More units = good.
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This message was edited 1 time. Last update was at 2012/08/01 19:52:09
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) 2012/08/02 10:17:17
Subject: Need help!!! 1850 Space Wolf tourney list
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Conniving Informer
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Grugknuckle wrote:
I'm sorry if my last post was ambiguous, but they are no suicide squads in this list.
Just to be clear...I was the one who called it a suicide unit - not the OP. Sorry for the confusion.
That's cool I though maybe my tactics were not clear. Was also looking for critique on my planed tactics as well.
Grugknuckle wrote:
The point is just that blood letters have an invulnerable save. So it doesn't do you any good to have power weapons against them. Why risk your 100 point Rune Priest when you'll get more utility from a 30 point grey hunter with MotW? The answer is don't. Keep your rune preist way the hell away from the enemy - he's a support character NOT a brawler. He buffs your other dudes, but when he's in close combat he can't use his best psychic powers and he's not very good in CC. He'll get killed.
OK I like that, it's going to take me a few games to get used to chalanges I think.
Grugknuckle wrote:
You MUST choose two powers from the codex for each of your Rune Priests. However, at some point before deployment you may choose - on a model by model basis - whether you want to keep the codex powers that you have or if you want to exchange BOTH powers for two randomly selected powers from the BRB powers. But there is a little less randomness than meets the eye. First, for each roll you select a discipline. Each of the 5 disciplines has 7 powers. Space Wolves may choose from theBiomancy, Divination or Telekinesis disciplines. You choose the discipline you want and then you roll a D6 and consult the table. You can have that power ... OR ... if you don't want that one, you can take the "primaris power" (or default power) for that discipline. That means that if the Primaris power happens to be the one you actually want, then you are guaranteed to get it.
Ok...So the primaris power for Divination is called "Prescience". It says,
Warhammer 40K, 6th Edition Rulebook pg. 420 wrote:
Prescience is a blessing that targets a single friendly unit within 12" of the psyker. Whilst the power is in effect, the target unit may re-roll all failed to hit rolls.
That is an extremely effective power. You get to re-roll to hit in shooting AND in close combat. For BS4 shooters, that bumps the probability of hitting up from 66.7% to 88.9%.
Ok I think I get it, so that's cool but what should I do for the second power. And how does this work, can i role for one then depending on the roll then choose to keep it or go for the primaris then role for the second or do I have to declare all of this first?
I want to thank you for your help. So I have redone my list taking on board all your ideas and suggestions and keeping a few things I think will work.
Logan Grimnar
275
WG - TDA, CMelta, CF
WG - TDA, Pwr Axe, SS
WG - TDA, CMelta, Pwr Sword
WG - TDA, CMelta, WC
Drop Pod
217
Wolf Priest - RA, CPlasma, MB, WTT
140
WG - TDA, CF, SS
WG - TDA, CPlasma, Pwr Axe
WG - TDA, CPlasma, WC
WG - CPlasma, Pwr Sword
WG - CPlasma, SS, MoTW
WG - CPlasma, WC
Drop Pod
303
Rune Priest - Chooser, RA. I'll have to try out the BRB powers.
140
WG - CPlasma, Pwr Sword
GH x 8 - MoTW, Plasma, Standard, PF
Drop Pod
248
WG - CMelta, Pwr Sword
GH x 9 - Melta, MoTW, Standard, PF
Drop Pod
258
GH x 10 - 2 x Melta, PP, MoTW, Standard, Pwr Sword
Drop Pod
245
TOTAL
1821
I could put a few MB to make up points. I will try this on the weekend and post my thoughts.
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Think of something witty..........
Well 8th has succeeded in making me a 40k noob.
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![[Post New]](/s/i/i.gif) 2012/08/02 10:33:04
Subject: Need help!!! 1850 Space Wolf tourney list
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Infiltrating Broodlord
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Blocka wrote: WG - CPlasma, Pwr Sword GH x 8 - MoTW, Plasma, Standard, PF Drop Pod 248 WG - CMelta, Pwr Sword GH x 9 - Melta, MoTW, Standard, PF Drop Pod 258 I will drop 1 GH member from each team allowing the WG to take TDA. Same weapons but with TDA mean that in CC phases you'll may rerolls armor saves if you'll want (thanks to the standard). a 2+ rerollable armor save? Well .. why not.
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This message was edited 1 time. Last update was at 2012/08/02 10:33:36
Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
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![[Post New]](/s/i/i.gif) 2012/08/02 17:54:10
Subject: Need help!!! 1850 Space Wolf tourney list
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Veteran Wolf Guard Squad Leader
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Blocka wrote:
Ok I think I get it, so that's cool but what should I do for the second power. And how does this work, can i role for one then depending on the roll then choose to keep it or go for the primaris then role for the second or do I have to declare all of this first?
Doesn't really matter to me what your second power or which table you choose to roll on. For me, "Prescience" is the one I want. There are other good ones too of course. It's just that you can't guarantee that you'll get them. So look at it this way...Make sure you get prescience. Then roll on the table with another power that you'd like to have. If you get it, great ! It's a bonus. If not, then who cares? You'll still be casting Prescience every turn.
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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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