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![[Post New]](/s/i/i.gif) 2013/09/28 17:14:20
Subject: Space Wolves 6th edition - a competitive list?
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Regular Dakkanaut
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Hi,
Can anyone be so kind and share an competitive SW list for the 6th edition?
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![[Post New]](/s/i/i.gif) 2013/09/28 17:50:47
Subject: Space Wolves 6th edition - a competitive list?
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Is 'Eavy Metal Calling?
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I don't have time to write out a list at the moment, but on the whole, you want these 3 things:
1) GH in pods- these get you in optimum range quickly, allowing you to use your short range weapons to maximum effect.
2) Rune priests- access to great codex powers or divination from the BRB.
3) Long fangs behind an ADL, using the quad gun and ML/LC
hope that helps.
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![[Post New]](/s/i/i.gif) 2013/09/28 21:22:11
Subject: Space Wolves 6th edition - a competitive list?
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Regular Dakkanaut
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Hi, thank You for the into. I'll be a devil's advocate for a moment, so please forgive me:
- GH in pods can do some damage the moment they arrive, but they die in the next shooting phase. Two blastmaster shoots wipe them out. Also, when playing Dark Eldar 21 shoots from a Venom is more than enough to kill the whole squad.
- Rune Priest is quite ok , and he performs well in close combat. A Rune Priest can hold a Chaos Champion / Sorcererr on a bike for 2-3 turns if needs be. Yet, as for the powers. Jaws are good against orks, and tau. They are not so good against nids, due to tyranids psychic boosts. Lightning is great for opening light armour. Tempest and Wolf Spirits are nice, as for BRB spells, Biomancy/Endurance can give Relentless to LongFangs. LF with MMeltas in a drop pod can be dangerous then.
3. LongFangs with aegis line - yes, they do well, and ADL cannot colapse, like a Bastion.
Still, from my ladt few games. All of those units, can be easily destroyed by eg.Noise Marines Blastmaster (ID, AP3, Ignore Cover), by Tau Gunline or by Venom spam from Dark Eldar.
The question is, how to make units live longer then one turn?
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![[Post New]](/s/i/i.gif) 2013/09/28 21:32:53
Subject: Space Wolves 6th edition - a competitive list?
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Is 'Eavy Metal Calling?
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The key with keeping podding GH (and everything else) alive is to go for a threat overload. You want at least 3 pods coming down T1, and 2 more the next, to give your opponent 50 marines to deal with in the first two turns. If they charge, they get counter-attacked, and if they shoot, you charge and the result is the same. Things like blastmasters are hard counters, and therefore should be priority targets. You also want to be mixing in some non-GH stuff, either a WG squad with a load of combis/cc upgrades, or a couple of vindicators running up the board. Just give your opponent more to deal with than they can comfortably do so.
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![[Post New]](/s/i/i.gif) 2013/09/28 22:50:37
Subject: Space Wolves 6th edition - a competitive list?
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Boom! Leman Russ Commander
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gausus wrote:
- GH in pods can do some damage the moment they arrive, but they die in the next shooting phase. Two blastmaster shoots wipe them out. Also, when playing Dark Eldar 21 shoots from a Venom is more than enough to kill the whole squad.
How is a venom getting 21 shots? Even if we pretend it did, those 21 shots will kill 2-3 guys, not a full squad. Blastmasters don`t wipe them out unless you deploy them very dumb. You have a 6" deployment from the pod, so use it.
gausus wrote:
- Rune Priest is quite ok , and he performs well in close combat. A Rune Priest can hold a Chaos Champion / Sorcererr on a bike for 2-3 turns if needs be. Yet, as for the powers. Jaws are good against orks, and tau. They are not so good against nids, due to tyranids psychic boosts. Lightning is great for opening light armour. Tempest and Wolf Spirits are nice, as for BRB spells, Biomancy/Endurance can give Relentless to LongFangs. LF with MMeltas in a drop pod can be dangerous then.
Can`t throw blessings when you arrive from reserve, so the long fang trick still only works with Logan. You forgot that rune priests are the best anti-psyker tech in the game by far. They also have access to divination, which is much better than Biomancy.
gausus wrote:
3. LongFangs with aegis line - yes, they do well, and ADL cannot colapse, like a Bastion.
Still, from my ladt few games. All of those units, can be easily destroyed by eg.Noise Marines Blastmaster ( ID, AP3, Ignore Cover), by Tau Gunline or by Venom spam from Dark Eldar.
The question is, how to make units live longer then one turn?
Long fangs have fallen far from their glory days IMO. As you say, there is too much stuff that just blows them away now - so I wouldn`t bring any. If you want a competitive SW list in 6th, go with all pods, preferably Loganwing combi-spam.
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This message was edited 1 time. Last update was at 2013/09/28 22:52:17
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![[Post New]](/s/i/i.gif) 2013/09/29 00:22:42
Subject: Re:Space Wolves 6th edition - a competitive list?
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Boom! Leman Russ Commander
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Ally with Marines to get better AA.
I've been playing pods and its so easy to wipe out the squads. You need to have backfield squads to grab and hold objectives while the enemy is dealing with your first drops.
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.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. |
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![[Post New]](/s/i/i.gif) 2013/09/29 00:41:51
Subject: Space Wolves 6th edition - a competitive list?
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Dakka Veteran
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I think generally speaking the most competitive lists right now are the Loganwing combi-weapon bombs. Other HQs with lots of GH in pods with special weapons is the alternative.
Unfortunately, it's like they say, concerning Long Fangs, what was once an amazing unit in 5th is now fairly weak in 6th. Pretty much everything that can reach them is going to be blowing guys off the line, and there are just too many things that do that too well to bring them. They can still work in friendly games, but they will last all of 5 minutes against anything remotely competitive, and you'll be out of 6 Long Fangs very quick.
I like the idea of allying in better ranged firepower or anti-air. IH tanks have IWND and may be cheaper in some cases. IF Devs get Tank Hunters and can take ablative wounds which keep them alive much longer (and can confer Tank Hunters to an ADL, meaning you reroll Hits AND Wounds against vehicles, which is darn sexy). Could be interesting.
The conundrum with Libbies is that I don't like paying the 5E tax for Space Wolf ones (35 points more for base, and 60 more for epistolary? No thanks), while the 6E C:SM ones don't get divination, and the 6E DA ones don't give access to Chapter Tactics. Kind of a rock-hard place issue. You could always go big with Tigurius, but he's UM, not IF or IH. I suppose you could ally him in and then just take a Hunter or Stalker, though, for extra anti-air.
I'm not really sure how to best build a space wolf list in 6th that isn't based around sweeping the map from pod drops. I really don't like how big the pod model is, despite it's in game usefullness, so I've avoided building lists with more than 4 pods, which makes the competitive SW lists hard to field for me.
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![[Post New]](/s/i/i.gif) 2013/09/29 00:49:06
Subject: Re:Space Wolves 6th edition - a competitive list?
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Boom! Leman Russ Commander
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Also remember, there's less assault in 6th, so counterattack is not really a factor. Opponents will shoot you to death.
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.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. |
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![[Post New]](/s/i/i.gif) 2013/09/29 03:48:04
Subject: Re:Space Wolves 6th edition - a competitive list?
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Longtime Dakkanaut
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I'd be less worried about blastmasters and more worried about the Doom Sirens than Blast Masters if you're coming in a pod. 175 points gets you 5 noise marines with a blastmaster and doom siren in a rhino. But it's not what the OP asked really.
You probably want 2 librarians with JOTWW and you might want to ally in Tau for backline support and AA.
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![[Post New]](/s/i/i.gif) 2013/09/29 06:35:50
Subject: Space Wolves 6th edition - a competitive list?
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Regular Dakkanaut
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My local meta players deploy:
- noise marines with csm biker spam
- dark eldar venom and ravager spam
- IG chimera and leman russ spam
- Tau Gunline with riptide
Basically all they do is shoot tons of guns every turn. The pod wolves look ok, but last few games, whatever comes via drop pod gets shoot down.
As for Allies i would prefer to play Space Wolves. I'm not a fan of changing armies just cause one got better. As for AA, razorback TL spam can deal with them quite good. Even on snapshots, one pen hit can be more than enough.
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![[Post New]](/s/i/i.gif) 2013/09/29 09:50:15
Subject: Re:Space Wolves 6th edition - a competitive list?
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Longtime Dakkanaut
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Noise marines and bikes aren't amazingly competative on thier own, can't see anything that would pose a particular problem, if you space your guys out a blastmaster will only kill 1/2 guys a turn. If you want to really cheese vs this list then just put a Wolf Guard with Terminator Armour and Storm Shield at the front and you can ignore Blast Masters / Doom Sirens entirely.
Against Dark Eldar Venom spam you have no particular weaknesses either, you have good saves so mostly it will come down to luck as to whether you get the first turn and can blow up his vehicles before they get thier Jink cover saves and the number of saves you can make succesfully.
If the Russ spam is behind an aegis defence line then you can have your guys hop out next to it and get a 4+ cover save which should help. And they can get full view of the Russ so it won't get a cover save. But you would need to be right on top of it.
Rip tide is Initiative 2 which means Jaws of the World Wolf will remove it from the game on a 3+. See if you can't line up the Buffmander too if he has one.
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