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Made in gr
Regular Dakkanaut




Hi,

Here is an idea for Space Wolves list. I was going to get LoganWing, with Logan attached to a Squad of Long Fangs, to make them Relentless. Yet, Logan is a bit expensive, and LoganWing lacks body count. So here is an idea to work around it.

The warlord Rune Priest is using Divination/Prescience to buff Long Fangs with ML

The other two Rune Priests are attached to squads of Fangs, with Multi Meltas and HBolters.
Both priest would use Biomancy/Endurance to make the Fangs FNP, and Relentless.
That way Fangs can shoot at their BS after Drop Pod Assault, and they are a bit harder to kill.
(Yes, i am aware that i can roll a different spell, but then I'll go with Divination/Prescience as the second power).

The list looks like this:

HQ:

Rune Priest - Runic Armour, Warlord, Prescience
Rune Priest - Biomancy/Endurance
Rune Priest - Terminator Armour, Biomancy/Endurance

Troops:
Grey Hunters (10) - Wolf Standard, Meltagun(2), Drop Pod
Grey Hunters (10) - Wolf Standard, Meltagun(2), Drop Pod
Grey Hunters (10) - Wolf Standard, Plasmagun(2), Drop Pod

Heavy Support:
Long Fangs - ML(5), Drop Pod
Long Fangs - MultiMelta (2), HBolter (3), Drop Pod
Long Fangs - MultiMelta (3), HBolter (2), Drop Pod

Any comments or suggestions would be great!
Thank in advance.
   
Made in us
Lurking Gaunt



New York

Pardon me while I toss this in the Really Stupid Questions™ pile:

1. How does this list deploy, usually?

2. I'm told regularly that Space Wolves Drop Pods can only toss half the list into reserves, throwing my GH units into the fray piecemeal and having them torn to pieces one by one. Which rule is it, where, that says you can deploy your army in full drop pods and rain down wolfy death on an opponent?

3. Like the list. Looks smashing!
   
Made in gr
Regular Dakkanaut




Hi,

There aren't any stupid questions, There are only the answers that are dumb

1. I haven't played with that list yet, but my idea is:

a) If I go second - deploy the Priest with ML Fangs and Razorback out ouf enemy LOS. (I can move them to shooting positions in the second turn, and thanks to prescience be able to still do some damage).
b) if I go first. Put the ML Fangs, Razorback and a Priest in a shooting spot and shoot at the enemy.

c) As for drop pod - depends if my enemy is vehicle or infantry heavy. But i can land three drop pods in the first turn. So it would be either 2 x GH and 1x Fangs or the opposite. All depends on the enemy setup. Remember that Fangs can split fire, so they can wreck two Leman Russ tanks in one turn. Or they can open two transports, and give the GH squads a opportunity to shoot down two enemy squads.

d) It all comes down to what Your enemy has on the ground.
e) If you deploy close to ones artillery than he would be in a hard spot shooting you, do to the scatter.

2. 100% Drop Pod is 100% legal. There is a thread about it:
http://www.dakkadakka.com/dakkaforum/posts/list/552204.page
In short - If You have 6 pods, 3 of them must land in Your first turn. And the other three come down due to reserves rules.

3. Thanks. I'll post the info how it did in the game.

All best,
   
Made in us
Lurking Gaunt



New York

I think, perhaps, you were missing a Razorback in your list above.

I do really dig the idea of moving the Prescience RP with the LF unit.

Loving this list. Really hope it plays well for you. Note - I'm gonna be trying this out ASAP.
   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

Taking a three Rune Priests in a single list is ill advised.

Look at it this way...Rune Priests SUCK in close combat, yet you're giving Biomancy to two of them. Plus, you're paying 220 points for those two models. For your three Rune Priests, you're spending 340 points - that's more than 20% of your points for 3 models.

As for the Long Fangs, you really should not need that many multi-meltas - especially since you've got 4 meltaguns in the Grey Hunter squads. Let the Grey Hunters drop in first and pop the vehicles. Then use your long fangs to pick off anything that survived.

So here is what I suggest.

1) Drop two rune priests and get another squad of Grey Hunters. Give them meltaguns if you're still worried about armor, or give them plasmaguns if you're worried about infantry / monstrous creatures.

2) Re-arrange your long fangs. You don't need 5 multi-meltas. In fact, I'd be willing to bet that you don't need ANY multi-meltas at all. Make two units of LF's all missile launchers and give one unit a mix of Heavy Bolters and Plasma Cannons.

Now you'll have 7 drop pods which will allow you to drop 4 on turn 1. You'll have the option of deploying all of your Long Fangs on the board and dropping their pods empty. That way, you can deploy all of your Grey Hunters on Turn 1 and still be able to shoot with your long fangs. Starting on turn 2, you can begin dropping the remaining pods as they make their reserve rolls. Place them tactically between you and the enemy to give yourself some cover and use there free storm bolters to shoot up enemy infantry.

This message was edited 1 time. Last update was at 2013/09/23 19:55:52


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 gr
Regular Dakkanaut




Hi,

From my gaming:

- Rune Priest does well in close combat, especially with Wolftail talisman and Runic Weapon.
- Still, the 6th edition is more focused on shooting, so i don't think the Rune Priest will see much close combat.
- One squad of Grey Hunters can shoot at only one target, with 12" range. So it is easy to screen the vehicle with some infantry.
- One squad of Long Fangs can shoot at two different targets in 24" range. That is a large difference. Eg. If I drop a squad of 2xHbolter and 3xMMelta i can shoot a IG platoon as well as a Leman Russ squadron and have a good chance to kill all of them. That makes a huge difference.
   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

gausus wrote:

- Rune Priest does well in close combat, especially with Wolftail talisman and Runic Weapon.

Perhaps the Rune priest does well in CC against standard troops, but any REAL close combat character will eat him alive and your AP3 force weapon isn't going to save you. Plus I think you meant to say the Wolf Tooth Necklace - not the Wolf Tail Talisman, since the Necklace makes you always hit on 3+ in CC, while the Talisman gives you a 5+ deny the witch. In any case, BOTH of those wargear items are wastes of points on a Rune Priest and I tell you why.

The Wolf TAIL talisman, for 5 points gives you a 5+ to nullify an enemy psychic power cast on your character or his unit. This is only marginally better than your standard 6+ "Deny the Witch" roll which you get for free. But even better still, the Rune Priest comes with a runic weapon which nullifies ANY enemy pyschic power cast within 24" of the priest on a 4+. And you can only roll one die. So why pay 5 points for a wolf tail talisman that you will never use because the Rune Priest already nullifies the spell on a 4+?

The Wolf Tooth Necklace costs 10 points and makes the character hit anything in CC on a 3+. The problem with this wargear is that your rune priest already has a WS of 5. Meaning that you're already hitting most things - that is, anyone with WS 4 or less - on a 3+ anyway. So the WTN is only useful when you're fighting against models with a WS 5 or better. But in those circumstances, the model in question is likely to be a character, the fight is probably a challenge and the character in question is almost certainly better than you. For example, he'll probably have a 2+/4++ save or better. Meaning, he's going to get armor saves against your AP3 force weapon. He'll probably have a weapon that is S8 AP2 or better - so you'll suffer instant death if he wounds you. This means that your Rune Priest is probably going to die in a challenge and the WTN isn't going to help you. Of course you MIGHT find youreslf in a close combat with a character who is both WS 5 or better, but doesn't have a 2+ armor save AND doesn't have a weapon that either cuts through your power armor or ID's you. It's possible. But it's going to occur only very rarely. Do you really want to invest 10 points into a WTN that will only help you on that rare occasion?

On the other hand, a Rune Priest can hang out on the board WAY far away from the action and still influence the battle with things like Living Lightning (Range is anything he can see), or Prescience to give Long Fangs re-rolls to hit. And he can do those things every turn for no additional cost.

So I stand by my hypothesis : The best use of a Rune Priest is FAR away from close combat.

One other thing - Even though the Rune Priest can have the Biomancy discipline, he doesn't get to pick his power. You have to roll for it. So there is no guarantee that you will get the "Endurance" power that you want. I'm just saying.


- Still, the 6th edition is more focused on shooting, so i don't think the Rune Priest will see much close combat.

He will if you drop him down right in front of the enemy with a group of Space Marines. ESPECIALLY Long Fangs, who your opponent knows will die quickly in close combat.


- One squad of Grey Hunters can shoot at only one target, with 12" range. So it is easy to screen the vehicle with some infantry.

But the meltagun is an assault weapon. The Grey hunters can move 6" before they shoot the MG so really it's got a range of 18". Meanwhile the Long Fangs can shoot the Multi-melta's if they move, but they'll be shooting snap shots needing 6's to hit.


- One squad of Long Fangs can shoot at two different targets in 24" range. That is a large difference. Eg. If I drop a squad of 2xHbolter and 3xMMelta i can shoot a IG platoon as well as a Leman Russ squadron and have a good chance to kill all of them. That makes a huge difference.

Again...on the turn you drop the Long Fangs, they'll need 6's to hit. On the next turn, either your targets will move out of melta range, or your long fangs will be pulped. Probably both actually.

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.



 
   
 
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