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Made in us
Member of the Malleus





WI

Before I get this list going I want to say that this is a proxy came. The Thunderwolf Calvary will all be a proxy so I want them in this this, it's just how how to use them. Now let's get to it.


HQ:

Wolf Lord - 200
Thunderwolf Mount
Saga of the Warrior Born
Wolf Claw
Bolt Pistol

Troops:

Grey Hunters - 185
2x Plasma Guns
MotW
Wolf Standard

Grey Hunters - 185
2x Plasma Guns
MotW
Wolf Standard

Grey Hunters - 180
2x Melta Guns
MotW
Wolf Standard

Grey Hunters - 75
Flamer

Fast Attack

Thunder Wolf Carvery 200
Wolf Claw
Storm Shield (not the same guy with the WC)

Heavy Support

Long Fangs - 170
3x Missile Launchers
2x Lascannons

Long Fangs - 170
3x Missile Launchers
2x Lascannons

Aegis Defense Line -100
Quad Gun

Currently at 1700 so I have points left over to change. Sadly I don't have enough drop pods to make them useful (only one but I could have a suicide WG). Plan is to break up the WG into the Grey Hunters and the Cyclone goes with one of the LF while the other LF squad mans the Quad gun. Going to try my best to support the Calvary so they can make it to CC. I will be fighting Nids and/or IG with BA allies.

Critique as necessary

This message was edited 2 times. Last update was at 2013/06/10 17:50:12


I make bad decisions and think they are good.

Team No Bueno
 
   
Made in us
Member of the Malleus





WI

I was thinking adding the Belt of Russ on the Wolf Lord. Thoughts?

I make bad decisions and think they are good.

Team No Bueno
 
   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

For your wolf lord, you'd be better off giving him a storm shield. It's only 5 points more than the Belt of Russ and it gives a 3++ instead of a 4++. Also, the wolf claw is a specialist weapon so you won't get an extra attack for the bolt pistol anyway.

Next, the wolf lord does NOT need Saga of the Warrior Born. The reason is that he is VERY unlikely to actually benefit from it because after the first round of combat, the enemy squad will probably be dead or running already. You're better off with Saga of the Bear (if you're going against monstrous creatures), Saga of Majesty (if you want to stick close to your Grey Hunters) or no saga at all and save the 35 points.

Since your Wolf Lord is taking the wolf claw (AP3 and Init 5), you should take a power fist or thunder hammer with the TWC squad. That gives you more flexibility to select targets.

Your Long Fangs are wasting points on the Lascannons. They don't really provide much over the krak missiles, but cost 15 points more each. I would downgrade all of your lascannons to missile launchers and pocket the 60 points.

With that 95 points saved, you should either bulk up your last GH squad, or else get some transports (Rhinos or Drop pods) for the other squads.

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.



 
   
Made in us
Member of the Malleus





WI

For transports I will have to give them rhinos because I only have one drop pod

I make bad decisions and think they are good.

Team No Bueno
 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

FinkleLord wrote:Wolf Lord - 200
Thunderwolf Mount
Saga of the Warrior Born
Wolf Claw
Bolt Pistol
Grugknuckle wrote:For your wolf lord, you'd be better off giving him a storm shield. It's only 5 points more than the Belt of Russ and it gives a 3++ instead of a 4++. Also, the wolf claw is a specialist weapon so you won't get an extra attack for the bolt pistol anyway.

Next, the wolf lord does NOT need Saga of the Warrior Born. The reason is that he is VERY unlikely to actually benefit from it because after the first round of combat, the enemy squad will probably be dead or running already. You're better off with Saga of the Bear (if you're going against monstrous creatures), Saga of Majesty (if you want to stick close to your Grey Hunters) or no saga at all and save the 35 points.

Once again, I find myself largely agreeing with Grugknuckle. You need an Invulnerable save on your Wolf Lord and Saga of the Warrior Born is a trap; it looks far better than it actually is. The very first thing I'd do to this list is drop the Saga of the Warrior Born and stick a Storm Shield on the Wolf Lord, freeing up 5 points.

FinkleLord wrote:Grey Hunters - 185
2x Plasma Guns
MotW
Wolf Standard

Grey Hunters - 185
2x Plasma Guns
MotW
Wolf Standard

Grey Hunters - 180
2x Melta Guns
MotW
Wolf Standard

Grey Hunters - 75
Flamer
Grugknuckle wrote:...you should either bulk up your last GH squad, or else get some transports (Rhinos or Drop pods) for the other squads.

Without Wolf Guard making them 11 man and giving them a boost to their Leadership, you want to stick some of these Grey Hunters in transports. Drop Pods and Rhinos, preferably a mix. Since its a proxy game, cut out a piece of paper roughly the length/width of a Rhino so you can try 'em out. We'll of course have to find points for them...

FinkleLord wrote:Thunder Wolf Carvery 200
Wolf Claw
Storm Shield (not the same guy with the WC)
Grugknuckle wrote:Since your Wolf Lord is taking the wolf claw (AP3 and Init 5), you should take a power fist or thunder hammer with the TWC squad. That gives you more flexibility to select targets.
I'd probably consider doing this depending what you face. Having ~5 S10 attacks however is rather amazing. That said, I run my TWC with a Wolf Claw so it can work either way. It'd purely be about being able to potentially deal with a harder target by taking a Power Fist/Thunder Hammer.

FinkleLord wrote:Long Fangs - 170
3x Missile Launchers
2x Lascannons

Long Fangs - 170
3x Missile Launchers
2x Lascannons
Grugknuckle wrote:Your Long Fangs are wasting points on the Lascannons. They don't really provide much over the krak missiles, but cost 15 points more each. I would downgrade all of your lascannons to missile launchers and pocket the 60 points.

I am a big fan of at least one unit with 5 Missile Launchers, but that being said Lascannons are very helpful. S9 and AP2 both go a long way in ensuring that when you hit, you hit hard and have a decent chance of ending their target right then and their. Missile Launchers in large volume can do the same against light armor, but a Lascannon can do it more reliably and to AV 13/14. I'd leave these guys alone personally.

FinkleLord wrote:Aegis Defense Line -100
Quad Gun

The quintessential AA. No complaints here.

FinkleLord wrote:Currently at 1700 so I have points left over to change. Sadly I don't have enough drop pods to make them useful (only one but I could have a suicide WG). Plan is to break up the WG into the Grey Hunters and the Cyclone goes with one of the LF while the other LF squad mans the Quad gun. Going to try my best to support the Calvary so they can make it to CC. I will be fighting Nids and/or IG with BA allies.

You don't have any Wolf Guard listed. What are you bringing? Also you said this is a proxy game, so why can't you proxy some transports to see if its something you'd want to buy?

What I would do is put the Melta Grey Hunters in a Drop Pod and the other two in Rhinos. You don't appear to be bringing Wolf Guard, so this shouldn't be an issue. On your Turn 1 you run your Rhinos down the board quickly, popping smoke if needed, and drop your other Grey Hunters up field. I would consider using your 5 man Grey Hunter pack to man the Quad Gun so you can make sure your Long Fangs are in good positions to fire on the enemy ground forces, or hold the 5 man GH in reserve so they can claim your home objective later.

The Rhinos are important as they can screen your TWC from enemy fire. We're looking at 105 points for 3 transports, so the 55 points (5 from the changes to the Wolf Lord + the 50 you said you had left over) we already have free help a lot. Just need to get 50 points... I'd try dropping either all the Lascannons or two Lascannons and the Storm Shield on the generic TWC myself.

   
Made in us
Member of the Malleus





WI

Wow, I completely forgot to add the WG to the list ha. But I like your idea of screening the Thunderwolves. I've never ran them before so any help is appreciated!

cowmonaut wrote:Without Wolf Guard making them 11 man and giving them a boost to their Leadership, you want to stick some of these Grey Hunters in transports. Drop Pods and Rhinos, preferably a mix. Since its a proxy game, cut out a piece of paper roughly the length/width of a Rhino so you can try 'em out. We'll of course have to find points for them...


I had the WG on the hand written version of this but failed to but them on here. I was going to run 4 of them with PA and powerfist, than the last one would have the Cyclone Missile Launcher in TDA (would run with one of the LF).

cowmonaut wrote:I'd probably consider doing this depending what you face. Having ~5 S10 attacks however is rather amazing. That said, I run my TWC with a Wolf Claw so it can work either way. It'd purely be about being able to potentially deal with a harder target by taking a Power Fist/Thunder Hammer.


I'll be facing mainly blobs or IG or Nids with a few MC. I wanted them to be a harder hitting unit that can hold out when shot but perform very well in CC.


cowmonaut wrote:I am a big fan of at least one unit with 5 Missile Launchers, but that being said Lascannons are very helpful. S9 and AP2 both go a long way in ensuring that when you hit, you hit hard and have a decent chance of ending their target right then and their. Missile Launchers in large volume can do the same against light armor, but a Lascannon can do it more reliably and to AV 13/14. I'd leave these guys alone personally.


I normally run 5 Missile Launchers but lately the IG has been using more Leman Russ' so I wanted more hitting power.

I make bad decisions and think they are good.

Team No Bueno
 
   
 
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