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2013/08/23 22:30:10
Subject: 2000 Space Wolves (please help with advice)
Since the dawn of 6th edition, I've had a fetish for the shooty SW armies. Long past is the age of Space Wolf close combat dominance (for me anyways). This is my current 2k list, and it's doing trather wel, but I'm sure it has room for improvement...
HEADQUARTERS Rune Priest Chooser of the Slain
Rune Priest
TROOPS Grey Hunters x10, Plasma x2, Wolf Standard
Grey Hunters x10, Plasma x2, Wolf Standard
Grey Hunters x10, Plasma x2, Wolf Standard
Grey Hunters x10, Melta x2, Wolf Standard, Drop Pod
Grey Hunters x10, Melta x2, Wolf Standard , Drop Pod
ELITE Wolf Guard x10, Terminator Armor x10, Cyclone Missile x2, Combi-Plasma x3, Drop Pod
HEAVY SUPPORT Long Fangs x6, Missile Launcher x3, Lascannon x2
Long Fangs x6, Missile Launcher x3, Lascannon x2
FORTIFICATION Aegis Defense Line, Quad Gun
The Aegis line get's stretched out across back middle or back of my deployment zone. If at all possible I'll use larger terrain pieces at either end to make myself a nice little space wolf fortress. In said fortress, the Long Fangs will be accompanied by the Wolf Guard with Cyclone Missile Launchers and the Rune priests. One priest always takes Divination and mans the Quad-Gun. The other priest usually does the same, but lately, I've been enjoying using the SW long range powers instead, so if you fancy, try living Lightning & Murderous Hurricane instead. If I'm up against Tau or Necron, I've been known to change my tactics up to get JotWW on both priests. Nothing greater than dropping C'Tan shards or HQ battlesuits on one shot!!!
The 3 Wolf Guard with Combi-Plasmas join the foot-slogging Grey Hunter packs and what they do varies from game to game. Normally, these guys are my mid-range / mid-field supporting squads, although the can be used for other purposes. One pack tends to stay back behind the aegis line and take hits for the Long Fang packs. Hopefully I can get a home objective in there as well. The other two walk forward to combat, trying to stick to cover as much as possible.
The remaining 5 Wolf Guard (with no upgrades) as well as the melta-gun toting Grey Hunters are my strike force. Normally, turn 1, I try to drop a pack of melta-hunters behind enemy armor, and I drop the terminators, wherever I think they will be the most annoying. All things considered, for 200 points, one can have 5 WG terminators (with Storm Bolters and Power Weapons) with a drop pod for an even 200 points. That's not bad at all. Drop Pod delivery is so much more reliable than standard deep striking, so I felel like it's worth it to take the bare bones squad. Especially since power Axes kick so much arse!!
The second pack of Grey Hunters will drop later, and they have a couple different uses as well. Sometimes, they are just coming in to help battle for objectives md-game. Sometimes they come in to counter enemy units that have come in from reserve. Sometimes they are there to contest enemy back-line objectives. It's all situational with this squad. In fact, if I am up against a mech-heavy army, I will drop both GH packs with melta first, holding off on the WG terminators, just to get those melta-guns on board ASAP!!!
This army may not be the MOST competitive army ever, but it's fun to play and can hold it's own at my LGS. let me know what you guys think. If you have any suggestions to make, I'd love to hear them. I'm curently running this as my 2k list in a league, so I can only make changes to it ONCE. Then it's set in stone for the next couple months...
This message was edited 1 time. Last update was at 2013/08/26 20:01:31
2013/08/24 15:51:33
Subject: 2000 Space Wolves (please help with advice)
I don't think you need to change anything in your list, but I question dropping 5 bare terminators. Out of a pod, they have a turn where they just shoot storm bolters...which is nothing fancy. The foot guard with the combi plasma are with the GH squads and are likely to get picked out before they get their combi plasma shot. I would run bare WG for the GH squads, and put the 3 combi plasma in the pod so when they drop out they can shoot something, like light armor, an MC or another small elite unit.
Otherwise, it is a very solid list and looks like it would do very well.
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
2013/08/24 15:58:58
Subject: 2000 Space Wolves (please help with advice)
As mainly a Space Wolf player for the past 5 years I can tell you that this sort of balanced list will not fare well in the current meta.
Space Wolves are in a very strange place right now. On paper, we have some very powerful things going for us:
- Runic weapons are one of the last bastions of true psyker defense in the game.
- Jaws of the World Wolf went from broken in 5th edition to "Maximum Overtroll Mode" in 6th ed (seriously, it affects more unit types, doesn't roll to hit, AND there are more low initiative infantry now).
- We still have the "best" marines for the price
- Our Long Fangs still massively outstrip devastators (we'll see what the new space marine codex brings on this front).
That said, our main method of leveraging our close-quarters troops has been severely diminished. In 5th edition, when the rhino was king, Space Wolves were great. At this point, APCs are less than optimal. And foot wolves—while viable—has far too many bad match-ups.
IMO the best build for Space Wolves these days is all drop pod. This can be done in the Loganwing flavor (with TONS of combi-weapons) or in the standard space wolves style with many rune priests. This build will allow you not only the ability to alpha strike 100% of the time, but will enable you to immediately begin rapid-firing. If you're interested, I can say more about list specifics but maybe this type of list isn't your style?
2013/08/27 16:28:28
Subject: 2000 Space Wolves (please help with advice)
blackarmchair wrote: As mainly a Space Wolf player for the past 5 years I can tell you that this sort of balanced list will not fare well in the current meta.
Space Wolves are in a very strange place right now. On paper, we have some very powerful things going for us:
- Runic weapons are one of the last bastions of true psyker defense in the game.
- Jaws of the World Wolf went from broken in 5th edition to "Maximum Overtroll Mode" in 6th ed (seriously, it affects more unit types, doesn't roll to hit, AND there are more low initiative infantry now).
- We still have the "best" marines for the price
- Our Long Fangs still massively outstrip devastators (we'll see what the new space marine codex brings on this front).
That said, our main method of leveraging our close-quarters troops has been severely diminished. In 5th edition, when the rhino was king, Space Wolves were great. At this point, APCs are less than optimal. And foot wolves—while viable—has far too many bad match-ups.
IMO the best build for Space Wolves these days is all drop pod. This can be done in the Loganwing flavor (with TONS of combi-weapons) or in the standard space wolves style with many rune priests. This build will allow you not only the ability to alpha strike 100% of the time, but will enable you to immediately begin rapid-firing. If you're interested, I can say more about list specifics but maybe this type of list isn't your style?
It sure as hell looks interesting to me! I would love to get a description of what you play and how you play it! Starting up a SW-list within weeks!
2013/08/27 17:36:24
Subject: 2000 Space Wolves (please help with advice)
I think you've got a great list, but as pointed out above the mixed flavor (foot + drop pods) is a liability. I think you could improve this list by trimming a few things and adding 3 more drop pods.
For example, you could save point by exchanging all four of your Lascannons for missile launchers. That's enough for a drop pod.
Next, I think 10 terminators is probably too many - especially as they don't have combi weapons. I would recommend reducing this squad size to 5 or 6 men, drop one cyclone launcher and giving everyone a EXCEPT the cyclone launcher dude combi-weapon. That way you can drop your 5 man Wolf Guard squad with combi weapons from the pod and the remaining Cyclone launcher can join one of the long fang units. That should free up enough points for two more pods.
So in other words, something like this...
Spoiler:
HEADQUARTERS
Rune Priest Chooser of the Slain
Rune Priest
TROOPS
Grey Hunters x10, Plasma x2, Wolf Standard, Drop Pod
Grey Hunters x10, Plasma x2, Wolf Standard, Drop Pod
Grey Hunters x10, Plasma x2, Wolf Standard, Drop Pod
Grey Hunters x10, Melta x2, Wolf Standard, Drop Pod
Grey Hunters x10, Melta x2, Wolf Standard , Drop Pod
ELITE
Wolf Guard x6 (5 in terminator armor, 1 in power armor) + 5 Combi-weapons, 1 Cyclone ML, Drop Pod
HEAVY SUPPORT
Long Fangs x6, Missile Launcherx5
Long Fangs x6, Missile Launcherx5
FORTIFICATION
Aegis Defense Line, Quad Gun
The Terminator with Cyclone launcher joins one of the Long Fangs. The other 5 Wolf Guard (4 TDA & 1 PA) load up in the drop pod as a unit. Now you have the OPTION of putting one Rune Priest with your Wolf Guard Squad if you want to alpha strike with Jaws of the World Wolf. You have 6 Drop Pods now, so three will land on turn 1. If you have spare points (you should) give another Drop Pod to a Long Fang Squad. That pod will drop empty, but allow you to now drop 4 pods turn 1.
This message was edited 1 time. Last update was at 2013/08/27 17:43:53
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.
2013/08/27 17:40:52
Subject: Re:2000 Space Wolves (please help with advice)