Pedro Kantor wrote:Do the scouts get to use Behind Enemy Lines with an attached WG ? Admittedly i have not read my 'dex ( or the FAQ ) lately and i am just unsure as to if they can or not with an IC in the squad.
No, you can't use OBEL if you attach
any Character to the pack. The
FAQ made it so unfortunately. I used to bring my Wolf Scouts with a Wolf Guard Pack Leader and attached
IC with Saga of the Hunter. But between the changes to OBEL and not being able to assault on the turn they arrive, my Wolf Scouts are shelved. They were a terror in 5th edition. Shame really.
Pedro Kantor wrote:How about swapping out 1 of the LF packs for a Vindicator ?
Vindicators need to be run in pairs and they are limited in what they can effect. Space Wolves don't normally have problems with massive amounts of infantry so they don't actually bring anything truly worthwhile unless you are running a fully mechanized list.
Grugknuckle wrote:I don't think this is a competitive list at 1500 points. Let me make a list why I think so.
1) You only have 10 grey hunters, broken up into 2 units of 5. It would be WAY too easy to kill off those units leaving you with nothing to capture objectives.
2) I assume that you will have 3 units outflanking / behind enemy lines - two scout units and one GH unit with the WGBL. There is no guarantee that they will arrive on the same turn or in the same place, and if they don't they'll be destroyed one unit at a time. Therefore, you're really gambling that the dice will favor you. Also remember that if your opponent has anything with the "Interceptor" rule - like a quad gun - he'll get a free shot at units arriving from reserve. So your outflanking units will probably have to eat 4 twin-linked S7 AP4 shots before they can shoot or assault. That's pretty much a death sentence for your scouts.
3) The rest of your army (ie long fangs) can shoot pretty well, but only if they don't move. That means you LF's are going to hang back in your deployment zone - obviously - which prevents them from contesting any objectives.
If was playing against this list with just about any army, I would camp on objectives in my own deployment zone, wait for your outflankers to arrive and promptly blow them away. And incidentally, both Tau and Eldar should easily be able to kill a small unit of 6 or 8 space marines with just pulse rifles / shuriken catapults. Once that's done, all of my troops would just go to ground behind cover and weather the storm of krak missiles from your Long Fangs. You would have no chance of winning because you wouldn't be able to claim any objectives and the stuff that could have contested one of my objectives would be dead.
Everything said here is dead on. When you are building a force, don't skimp on your Troops! Troops and Objectives are what win games in 6th edition. The rest of what
Grugknuckle says is one way of doing things. Before I get into what I'd do let's recap your list:
astro_nomicon wrote:HQ: Rune Priest: 100
Wolf Guard Battle Leader: 110
Saga of the Hunter, CombiMelta, WC
Elites: Wolf Scouts: 135 ] x 2
x6 PlasGun 2xPlasPistol
Wolf Guard: 23 ] x 3
CombiPlas
Wolf Guard: 43
CombiMelta, PF
Troops: Grey Hunters: 160 ] x 2
x5, PlasGun, LasPlas Razorback
Grey Hunters: 115
x5, Melta, Rhino
Heavy: Long Fangs: 155] x 3
x6, 4x ML, Las
I love the Wolf Guard Battle Leader. I myself have used one with that exact setup in 500-1000 point games. The better combat capability was usually the deciding factor for me. Keep in mind that a Wolf Priest with Saga of the Hunter costs the same amount of points though. I think you will want to give him a try, for reasons I'll get into at the end.
Your Wolf Guard are not doing much. You don't want them with your Wolf Scouts anymore, as it means you can't Infiltrate or OBEL. You definitely want them with your Grey Hunters though.
Speaking of which, you need more! Especially since if you put your
WGBL with one they can Outflank. I'd beef them up a bit. Drop one of your Long Fang units and fill out those Grey hunters. You need 20-30 for 1500 point games I find.
I don't like your Wolf Scouts. I hate Plasma Pistols, they are too expensive for what they do. Also, keep in mind that the
Space Wolf FAQ says this:
Page 88 – Wolf Scouts Pack, Options, last bullet point.
Change “Up to two Wolf Scouts may replace their bolt pistol
with:”to “Up to two Wolf Scouts may take:”
This, coupled with the other options, gives you some tactical choices when picking wargear for the pack. I'd also keep in mind that Wolf Scouts are skirmishers. They are not tank busters really, especially now that they can't bring a Wolf Guard and OBEL, unless you grab Melta Bombs. If it were me, and I really wanted to play with Wolf Scouts in 6th Edition, I'd do something like this:
Wolf Scouts - 200
Or 209 if you replace the Bolt Pistols and CCW for the first three Wolf Scouts with Sniper Rifles)
1 w/ Bolter, Bolt Pistol, Mark of the Wulfen
1 w/ Flamer, Close Combat Weapon, Power Weapon (Sword or possibly Mace)
1 w/ Bolter, Bolt Pistol, Power Weapon (Sword or possibly Mace)
7 w/ Bolt Pistol, Close Combat Weapon
or if you
insist on being shooty:
Wolf Scouts - 210
2 w/ Bolt Pistol, Plasma Pistol
1 w/ Plasma Gun, Mark of the Wulfen
7 w/ Bolt Pistol, Bolter
Obviously, drop generic Scouts as needed to lower the point cost of the unit. For the first unit, consider Melta Bombs if you need anti-vehicle. My main point of this is threefold:
1) The wargear options on a per model basis are very customizable with the Wolf Scouts. You can do thinks to make sure you get every bonus you can on each model.
Take the first example unit: Mark of the Wulfen replaces the normal attacks for the model and it doesn't matter if you have any close combat weapons as you don't get bonuses from having more than one. Likewise, you can end up with 3 weapons that count as close combat weapons for getting a bonus attack, so add some firepower. At the same time, you want to be able to shoot with every model and charge if you get the opportunity, so make sure you replace the close combat weapon with the Bolters when you can.
2) The role of the Wolf Scout (at least the ones that OBEL) has changed. Before, the game was about people in metal boxes sitting as far back as possible and shooting you. Now the game is different. Vehicles aren't as brokenly invulnerable as they once were. You can't win the game without going out and grabbing an Objective, and you can't grab it if you are in a metal box. You aren't as likely to run into back field vehicles that you need to hit on the rear armor.
You are however, more likely to need to deny an Objective to an opponent. So kit out the Wolf Scouts to dislodge someone. This means taking casualties, and needing a bunch of weapons that can mess up even
MEQ. You may also get counter-charged by the enemy if they can't shoot you off the board. At the same time, you probably shouldn't take on Genestealers or other hard assault units. Those are likely to be midfield or in your own lines anyways. So really you just need volume.
3) Wolf Scouts offer you
flexibility in your Deployment. I wouldn't make a list explicitly so you can OBEL with Wolf Scouts. Rather, I'd kit out the Scouts so they can do a few different things. Depending how your opponent deploys you may want to Infiltrate + Scout rather than Outflank. Don't limit yourself to always Outflanking and only being useful for a Hail Mary shot at a vehicle's rear armor.
I'd think about what you are wanting your Wolf Scouts to accomplish and what they actually need to accomplish. To be frank, I wouldn't take them if you are bringing Saga of the Hunter at this point level. Crank it up to 1850-2000 points and you got enough leeway to really start to have fun with your deployment options.