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Made in gr
Regular Dakkanaut





Space Wolves 1847 Competitive - Fun - Fluffy List

HQ

260 Wolf Lord (thunderwolf mount, TH/SS, runic armor, SOB)

100 Runepriest (Divination)

ELITES

162 4 x WG (4 x TDA, 4 x PA, 3 x Combi - Plasma, 1 x SS)

TROOPS

175 10 x GH (plasma/flamer,Standard,MOTW)

175 10 x GH (plasma/flamer,Standard,MOTW)

185 10 x GH (plasma/plasma,Standard,MOTW)

240 15 x BC (flamer/flamer, 1x PA)

FAST ATTACK

210 3 x TWC (2 x SS)

HEAVY SUPPORT

170 6 x LF ( 3 x ML, 2 x LC)

170 6 x LF ( 3 x ML, 2 x LC)

TACTIC

Runepriest go with blood claws along with PA/SS,TDA WG as a distraction unit
but also very capable in close combat (and if i get 4++ from divination even better)
The other WG go with the other GH squads as pack leaders making them decent assault/shooty
units for objective holding and middle board firepower. The plasma flamer squads advance and the plasma plasma
stays a little behind all using blood claw mob as cover. Thunderwolves take the flank advancing
for assault with the lord. Long fangs have the fire power and range to deal with the toughest opponent.
My local meta hasnt got lots of flyers but a couple of flyrants and also no land rader spam. So i
think i can deal with a single flyrant or one land raider.Overall i think i got enough bodies for troops
lots of ap 2 shots and one or two good cc units, what do you think. i know i lack mobility but that also
denies my opponent an easy first blood or piece meal units in following turns. Please c & c

PS: i know what you re thinking and no there arent any helldrakes to deal with at the moment

This message was edited 1 time. Last update was at 2013/01/28 10:08:12


 
   
Made in nz
Stealthy Space Wolves Scout




In ur base, killin ur d00dz

So what happens when you play Tau or Guard and they blast you to itty bitty bite size wolfy pieces because you have no armour to get them there faster? Those TWC are going to be taken down before you can blink. I suggest getting some drop pods in there. Other wise you hit the nail on the head with the GH squads, except I'm of the belief that you should keep the special weapons in two's, two plas, two melta, two flamer.

Blood Claws are almost never worth it. The only time I'd ever consider using Blood Claws was in a large point game and to have them outflank and mob a section of my opponent's army knowing that they were going to get their puppy asses handed to them until my GH could get there and take care of the problem.

But other than that it's a pretty solid list. If you can fix the points around try a fifth WG with a CML and add him to a LF squad for two more missiles.
   
Made in gr
Regular Dakkanaut





i think trasports such as rhinos are easy kill points and if it explodes then even worse,. Drop pods are good but there is a chance that your army will arrive in pieces
which may cost you the game. So id better have everything on the board and fight my way through from turn 1. Tau and Guard make great gunlines but they die pretty easy with bolter fire.
Bloodclaws are exactly for that purpose draw enemy fire away from TWC and GH when fighting against armies such as guard and tau. And believe me you cant kill that many space marines easily, there will be a fearsome COUNTERATTACK

 
   
Made in us
Executing Exarch





The Twilight Zone

Saga of the bear is nice, as it makes your warlord near unkillable, but as it stands, only S10 weapons and force weapons will kill your wolf lord. 2+/3++, T5 is pretty hard to remove. I would rather see the points spent on another storm shield for the TWC, or towards a wolf guard with a cyclone missile launcher.

If you want a distraction unit, use fenresian wolves. They don't score, but are dirt cheap and can be fielded in mass. Otherwise, just take another GH squad. Without a wolf priest to outflank the blood claws(and remove most of their suck), don't bother handing your opponent a unit. Now, if you outflank them they become quite dangerous, but without being able to assault...

This message was edited 1 time. Last update was at 2013/01/28 14:24:11


The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in gb
Speedy Swiftclaw Biker



West Midlands UK

the flamer/plasma thing is a mistake in my opinion - sure it means you get the 2nd weapon on the cheap but it dilutes the squads effectiveness also, i would go either double melta or double plasma, leave flamers to the claw's with there terrible BS

'Fury of Belladon, FURY FURY FURY!!!!'
- roughly 2,000pts
 
   
Made in za
Poxed Plague Monk





Cape Town

This is actually a very similar list to mine, but I take 3 pods and drop a double melta GH squad for tanks and TDA WG combi plasma unit for heavy infantry. 3rd pod has GH squad double plas which drops where needed when it arrives.
If you tweak the list and drop the bloodclaws for more GH you should be able to fit in an ADL for your long fangs to hide behind also.
One last point, I think only 1 WG can join a squad as a packleader. I might be reading your tactics wrong, but you might need a rethink of the placement of your WG

Its better to burn out than to fade away

@kevinwarhammer 
   
 
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