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Made in hu
Devastating Dark Reaper




Hi all!

I'm trying to assemble a small Space Wolves army, your help and insight would be appreciated.


HQ:
Rune Priest with CotS 110 pt

Wolf Priest with combi-melta and Sage of the Hunter 120pt
Elite:
WG Pack to be distributed among the squads: 240 pt
2X WG in TDA with SS and combi-melta (joins DP squads)
1X WG in TDA with CML (joins smaller LF pack)
1X WG in TDA with TH and combi-melta (joins Wolf Priest's squad)
1X WG without upgrades (bolt pistol, CCW) (joins bigger LF pack)

Troops:
10X GH pack with 2X Plasma Gun, standard, MotW, in Drop Pod 225 pt
7X GH pack with 1X meltagun, standard, MotW in Drop Pod (Rune Priest and bodyguard comes here) 175 pt
8X GH pack with 1X meltagun, standard, MotW in Drop Pod (2nd SS WG comes here) 190 pt

Heavy:
Long Fang Pack with 2X ML 2X HB 105 pt (don't have more ML models)
Long Fang Pack with 3X ML 90 pt

10 points left.

Wolf Priest will Outflank, and reroll 1s on plasma guns. Their drop pod will come in empty, and is only used to get the 2 other squads on table 1st turn.

As I'm new to W40K, I don't know if the bodyguard termie WG with SS are worth it, or useless due to challenges.
I need your feedback, because I only have the Troops and Heavies made, need to assemble the termies and the Wolf Priest, with the correct loadout.
   
Made in gb
Ferocious Blood Claw





First of welcome to the wolves, i have a few points to say but i am by no means an exp, i would not bother with the ss wg in tda as the number of shots they are going to face is likley to get through the 2+/3+ and still toast most of the squad as well.
While the wg with the cycolne looks great on paper and i used one first of as well for over 60 points for a missile laucher its just not worth the cost, i would porxy some extra long fangs to see what you like weapon load out wise. The lascannon / plasma cannon combo is not bad but my current fave is two squads of 3 plamsa cannons and 2 heavy bolters, and a sqaud of 3 las cannons and 2 missiels.
Also i think that having the standard and a motw in a plasma sqaud is not the best use of 25 points as you dont need to get within assult range with the plasma and you really want to keep then shooting for as long as possable.

I would suggest you build your termies as one thunder hammer and ss so it can also be ajax if you want to give him a try and the rest combi weapon and power weapon- thier are loads of good tutorials on how to make combi weapons.

I think this is a good list to learn with but you will need an apponant to play nice so to speak and not bring a hard counter list. I like the way your trying to build your list as its almost the same as some i have tried but at the momnet there is just so many things that will table you. Tau will kill anything that gets to close and most of your fire power is quite short range and hell drakes will wipe out your long fangs in a turn and i dare not think how a deamon council will eat wolves if they get the 2+ rerolable invul off.

Best of luck and head over to the tactics section as there are some very good wolf guides on their and also remeber that thier should be a new codex in the next 12 months so grey hunters are always a good bet to get painted up if your building a collection
   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

Welcome to the brotherhood of the wolves.

I think this list has the right idea, but also there's some issues.

First, Toumas is mostly correct about the extra wargear on the plasmagun Grey Hunter squad. You don't really need the MotW because like he said, you'll want to shoot instead of charge. You'll also have a hard time getting close to the enemy anyway because that unit will have to walk. As for the wolf standard, you're already re-rolling 1's toHit and toWound against infantry if the wolf priest is there. So the standard doesn't give you much more - not enough to justify 10 points.

This brings up the second point. You don't want to spend a lot of points on characters. Just because you can take 2 characters doesn't mean you have to. Consider bringing JUST the Rune Priest or JUST the Wolf Priest. Those dudes are expensive.

That said, if you keep the wolf priest, then he should take a combi-plasma instead of the combi-melta ... OR ... just keep the bolt pistol. The reason is that you'll have to shoot at the same thing that the GH squad is shooting at - which is MEQ or TEQ and not high AV tanks.

Similarly, if you'd rather have the Rune Priest, you may want to consider leaving him back with the Long Fangs. Rune Priests suck in close combat and even though the "Drop Pod - Jaws of the World Wolf" trick can be nice to execute the enemy's warlord, most people are ready for that and after you've played your little tactic the RP is likely to die. If you leave him back with the Long Fangs, he can spit Living Lightning every turn or use Prescience to give the LF's re-rolls to hit. Either way, he can stay useful while not exposing himself to reprisals.

Your wolf guard will struggle to justify the points you're paying for them. They're just way over priced with all the toys you've given them. Consider that you have 5 models there who provide only a marginal boost to your firepower, but you're paying 240 points for them. For that price you could get a whole other 10 man GH squad completely kitted out with meltaguns, MotW, wolf Standard and drop pod and still have 20 points to spare. If you DO decide to do away with the wolf guard, then be sure to make all of your GH squads full strength (ie...10 men).

The Long Fangs are nice, but I would put all five ML's in the same unit and consider adding some Plasma Cannons or more Heavy Bolters to the other unit.

This message was edited 1 time. Last update was at 2013/09/20 20:01:39


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
Unrelenting Rubric Terminator of Tzeentch





Tyrpak wrote:
Hi all!

I'm trying to assemble a small Space Wolves army, your help and insight would be appreciated.


HQ:
Rune Priest with CotS 110 pt

Wolf Priest with combi-melta and Sage of the Hunter 120pt
Elite:
WG Pack to be distributed among the squads: 240 pt
2X WG in TDA with SS and combi-melta (joins DP squads)
1X WG in TDA with CML (joins smaller LF pack)
1X WG in TDA with TH and combi-melta (joins Wolf Priest's squad)
1X WG without upgrades (bolt pistol, CCW) (joins bigger LF pack)

Troops:
10X GH pack with 2X Plasma Gun, standard, MotW, in Drop Pod 225 pt
7X GH pack with 1X meltagun, standard, MotW in Drop Pod (Rune Priest and bodyguard comes here) 175 pt
8X GH pack with 1X meltagun, standard, MotW in Drop Pod (2nd SS WG comes here) 190 pt

Heavy:
Long Fang Pack with 2X ML 2X HB 105 pt (don't have more ML models)
Long Fang Pack with 3X ML 90 pt

10 points left.

Wolf Priest will Outflank, and reroll 1s on plasma guns. Their drop pod will come in empty, and is only used to get the 2 other squads on table 1st turn.

As I'm new to W40K, I don't know if the bodyguard termie WG with SS are worth it, or useless due to challenges.
I need your feedback, because I only have the Troops and Heavies made, need to assemble the termies and the Wolf Priest, with the correct loadout.


You've got the right idea with drop pods: it's definitely the most viable way to run your pups these days. Even at 1250 however you're going to need more than 2 pods coming in at 1250.

That being said, to be even somewhat competitive your list needs some min/maxing i.e. cheeze. (mmmmmmmmm cheeeeeze)
First off, attaching WG to GH is fun and fluffy, but not cost effective. If you're coming down in pods it negates the GH's super awesome ability to take 2 specials in 10 man units, the 2nd one being free.

A good load out for GH's looks like this:

GH Pack: x10, 2 Plas/Melta/Flamer, Standard, DPod - 205
(MotW is also nice if you've got the points.

Now for the WG. They are sweet, but TDA is not their forte. Combi-weapons are their forte. At 23 pts a pop they are by far the cheapest combi-toting vets out there. Put 5-7 in a pod and watch them vaporize something as they walk out of their pod.

As far as HQ goes, the Rune Priest is an auto-take. I'm not so sure about the Wolf Priest, but if you wanted to bring him in with a beefy squad of combi'd out WG with a few PW's that might work.

Not sure that the LF really fit a pod list. If you're opponent goes first, well it sucks for your LFs. You could always try to hide them, move and snap shot on the1st turn if you're going 2nd. Also you definitely don't want to attach a WG here.

At 1250 this is what i would run"

Rune Priest - 100

Wolf Priest - 100

WG x7, 5 Combi-melta, Power weapon DP - 211 (Wolf Priest here)
WG x7, 5 Combi-Plas, DP - 211 (Rune Priest here)

GH x10, 2 Plas, Standard, DP - 205
GH x10, 2 Plas, Standard, DP - 205
GH x10, 2 Plas, Standard, DP - 205

Total: 1247

Pretty straight forward. 2 WG pods and one GH pod drop turn 1 and nuke some stuff. Whatever survives return fire assaults on turn 2. Obviously the combis and specials can all be shuffled around depending on your mood (or if you're mean, your opponent).
This list is still vulnerable to Tau interceptor and Hell turkeys, but $#!+, there's not much in our good ol' wolves dex that isn't.
Hope this helps

"Backfield? I have no backfield." 
   
Made in us
Lurking Gaunt



New York

Oh hello there!

I'm sorry to say I think Grugknuckle missing the boat on a few points in your post here. I'd love to take a moment and throw in my two pennies.

1q. You don't really need the MotW because like he said, you'll want to shoot instead of charge. You'll also have a hard time getting close to the enemy anyway because that unit will have to walk. As for the wolf standard, you're already re-rolling 1's toHit and toWound against infantry if the wolf priest is there. So the standard doesn't give you much more - not enough to justify 10 points.


1a. Pretty wrong here. Sorry to come out both barrels hot on this, but it's the first point in Grug's reply - Wolf Standards are not mini one-off Wolf Priests, in fact, Wolf Standards and Wolf Priests, specifically with the load-out mentioned above, really share nothing in common. Wolf Standards are a one use per game item that allows ALL rolls of 1 to be re-rolled in your Assault Phase, this means To Hit, To Wound, Saves, Etc. EVERY SINGLE ONE throughout the entirety of the Assault phase for that Unit. It's not only *worth* 10 points, it's practically a mortal sin at 10 points.

That being said - where do Wolf Priests get to re-roll ones on plasma guns? I think you might be mistaken here.

2q. This brings up the second point. You don't want to spend a lot of points on characters. Just because you can take 2 characters doesn't mean you have to. Consider bringing JUST the Rune Priest or JUST the Wolf Priest. Those dudes are expensive.


2a. Put simply, there are not a lot of points on Characters here. A Rune Priest and a Wolf Priest are not only inexpensive for the tools they can bring, their point cost makes them among the best choices for an HQ in the entire game for the tools they can bring. If a specific HQ takes Saga of the Hunter and offers you a part of your strategy, build your list and enjoy it. Now if you include all of your WG in TDA here ... but that's for another point later in this reply.

3q. That said, if you keep the wolf priest, then he should take a combi-plasma instead of the combi-melta ... OR ... just keep the bolt pistol. The reason is that you'll have to shoot at the same thing that the GH squad is shooting at - which is MEQ or TEQ and not high AV tanks.


3a. This is actually a really great point. Combi-weapons being a one-off and getting a single shot out of a combi-weapon in a sub-10 man GH Unit sounds like a good decision if you have the points available for it.

4q. Similarly, if you'd rather have the Rune Priest, you may want to consider leaving him back with the Long Fangs. Rune Priests suck in close combat and even though the "Drop Pod - Jaws of the World Wolf" trick can be nice to execute the enemy's warlord, most people are ready for that and after you've played your little tactic the RP is likely to die. If you leave him back with the Long Fangs, he can spit Living Lightning every turn or use Prescience to give the LF's re-rolls to hit. Either way, he can stay useful while not exposing himself to reprisals.


4a. Ok - this is going to be a tough one, but follow me here: Yes, leaving your Rune Priest back to sit with your Long Fangs is a great idea if you're going to take Divination out of the BRB Psy powers. Presciense, the Primaris Divination Power, is a blessing that will effectively Twin Link all of your shots for a Unit within 12". I've been using a Rune Priest for this tactic to great effect when firing snap shots against FMCs or full shots against MCs or better, blasts into troop choices. Simply put, this makes Long Fangs a DEADLY serious threat and is incredibly worthwhile.

Second - Rune Priests can NOT, repeat NOT take Living Lightning and Prescience. You have the choice of powers from either Codex or Rulebook, not both. So if you're going to be sticking your Rune Priest into a Pod and throwing Jaws at units to blow them up in a sweet Alpha Strike, take JotWW and LL, it's great. If not, take Divination and have fun smashing missiles into things.

5q. Your wolf guard will struggle to justify the points you're paying for them. They're just way over priced with all the toys you've given them. Consider that you have 5 models there who provide only a marginal boost to your firepower, but you're paying 240 points for them. For that price you could get a whole other 10 man GH squad completely kitted out with meltaguns, MotW, wolf Standard and drop pod and still have 20 points to spare. If you DO decide to do away with the wolf guard, then be sure to make all of your GH squads full strength (ie...10 men).


5a. Here's where I'm going to go on from experience. I've been using WG in TDA and splitting them off to be WGPL for a few games now and I'm going to remove that option. WG in TDA will give you two things - you now roll your Units Ld at the WGPLs Leadership, which is great, but it's still only Ld9 at best and you have a 2+ save in front of your unit to soak bullets for a little while, but the chances of you rolling 1's on saves is too high to make them worthwhile. They'll also give you the opportunity to put one in the pack of ML LFs and give you one unit which will launch 7 Twin Linked Missiles at targets. SEVEN.

So if you choose to stick with your Terminators, use them as a mop up squad, use your Drop Pod GH Units to eliminate units as much as possible and then follow in with the Terminators to finish the unit off. The only real problem with Terminators is you can't Sweeping Advance with them and catch your enemy Unit if they run away after a losing Assault ... but that can be a good thing too.

I love Space Wolves, I absolutely LOVE them, but they are NOT good against many things in this edition. They're just not. The strength of Space Wolves was their ability to be an army that can shoot great weapons with really unique, incredible Assault options. They're built to shoot into units, then get into CC and rip their opponents apart and they used to be remarkably effective at this before the dawn of Riptides, Heldrakes and the best Gun Lines in 40k (in my opinion) in Tau and Eldar. Can they succeed in this environment? Absolutely. You can build an All Commers list that can do really well if you're aware of how to play to your strengths. Grey Hunters, Rune Priests, Long Fangs, Lone Wolves and Thunderwolf Cavalry and Wolf Guard are the most effective choices in Space Wolves now and Wolf Guard aren't really worth their points unless you're building a list around them with Logan Grimmnar to make them troops and tossing down a full list of combi-weapons and Drop Pods and smashing your opponents teeth in with your first strike.

My feedback on your list, it looks really neat. I can see it doing a whole lot of great things, but I feel as if you're good ideas are spread too thin. Much like my fun lists are at 1,500 plus, playing a lot of options, not being particularly focused with any of them.

I'd move the CML into the LF pack with the MLs, slip the Rune Priest into that with Divination for Prescience for Twin Linked madness. Strip the CotS off the RP you have, drop the SS on the 2 TDA and move a few points here and there to get another 100 points to drop a second Rune Priest (a third HQ) with LL and JotWW to slap in that Drop Pod and do some Alpha Striking bad assery.

And get those Long Fangs more Missile Launchers! See if your FLGS will allow you to play them as proxy and have some fun until you can WYSIWYG.

Most of all, have fun and good luck in your matches! Enjoy Wolves! And keep your fingers crossed that Wolves will get a 6th Edition Codex sooner than later!

This message was edited 1 time. Last update was at 2013/09/20 20:59:10


 
   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

notbriang wrote:
1q. You don't really need the MotW because like he said, you'll want to shoot instead of charge.


Exactly. You'll want to shoot the plasmaguns. But the squad with the meltas needs to be ready to fight in CC. Because either they'll get charged by the infantry coming out of the tank you just melted, or you'll want to charge to finish them off.


1a. Pretty wrong here. Sorry to come out both barrels hot on this, but it's the first point in Grug's reply - Wolf Standards are not mini one-off Wolf Priests, in fact, Wolf Standards and Wolf Priests, specifically with the load-out mentioned above, really share nothing in common. Wolf Standards are a one use per game item that allows ALL rolls of 1 to be re-rolled in your Assault Phase, this means To Hit, To Wound, Saves, Etc. EVERY SINGLE ONE throughout the entirety of the Assault phase for that Unit. It's not only *worth* 10 points, it's practically a mortal sin at 10 points.

That being said - where do Wolf Priests get to re-roll ones on plasma guns? I think you might be mistaken here.


Wolf Priests provide "Preferred Enemy" against any one unit type. Usually "Infantry". Preferred Enemy allows you to re-roll all toHit and toWound dice rolls of '1' in both shooting AND close combat. So what I was saying is this; You don't really need a Wolf Standard in a unit that has a Wolf Priest attached. Because you're already re-rolling MOST of your dice rolls of '1' in EVERY turn. Sure - for a single assault phase, the Wolf Standard allows you to also re-roll 1's on armor saves. But that's it. The preferred enemy covers the rest.

But you're right. The wolf standard is a must take for all of your other units.


2a. Put simply, there are not a lot of points on Characters here. A Rune Priest and a Wolf Priest are not only inexpensive for the tools they can bring, their point cost makes them among the best choices for an HQ in the entire game for the tools they can bring. If a specific HQ takes Saga of the Hunter and offers you a part of your strategy, build your list and enjoy it. Now if you include all of your WG in TDA here ... but that's for another point later in this reply.

Ummm...He's spending 230 points on two models. Each one of his characters is 100 points stock. All I'm saying is pick one and spend the other 130 points on something else.


Second - Rune Priests can NOT, repeat NOT take Living Lightning and Prescience. You have the choice of powers from either Codex or Rulebook, not both. So if you're going to be sticking your Rune Priest into a Pod and throwing Jaws at units to blow them up in a sweet Alpha Strike, take JotWW and LL, it's great. If not, take Divination and have fun smashing missiles into things.


Obviously I meant Living Lightning OR Prescience. Some people prefer one over the other. The point is, whichever power you prefer, the RP can remain more effective with the Long Fangs.


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 hu
Devastating Dark Reaper




Thank you very much for your help. Great tips from both of you.

Wolf Priests purpose would have been to Outflank the plasma squad, and give them Preferred Enemy: Infantry, to reroll fails on the plasma.
I thought about using plasma pistol on that squad, but I had terrible experience with my plasma pistolled Canoness (in 4th ed).

On another thread someone suggested a LF pack with 3X Plasma Cannon 2X HB. Should I stick to 5X ML (and get more of them), or use 3X Plas 2X HB squad? (that's 20 points more than 5X ML)

New list:

HQ:
Rune Priest, with bolt pistol, JotWW, LL (goes with WG drop pod)
Rune Priest with boltgun, Prescience (goes to LF)

Elite:
8X WG, with 4X Combi-melta, 2X Combi-plasma, 2X normal in a Drop Pod, 209 pt

Troops:
10X GH with 2X meltagun, standard, in a Drop Pod
10X GH with 2X plasmagun, standard, in a Drop Pod
10X GH with 2X meltagun, standard (no points left for a pod...)

Heavy:
5X ML
3X ML 2X HB

Someone also suggested to put Saga of the Beastslayer on the LL RP for MC killing (hit on a 3+), but I couldn't find 10 more points.
   
 
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