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The wolf guard (and it's dedicated transport) does not have to arrive from reserves, so it not counted. Also the Wolf Priest and the WG+LR are considered 2 units, not one. So in order for this list to work you're going to need two units on the board before the LR deploys.
That exception to the reserve rule is supposed to be used specifically for Flyers and DP, since those units MUST arrive from reserve.
This message was edited 3 times. Last update was at 2013/10/06 16:02:27
eh, I would get rid of the land raider and terms anyway. I would bulk up on Long Fangs with PLasma Cannons and Multimeltas with Logans group instead (2 cannons and 3 MM, split fire to cause some major havoc). Get rid of Saga of the Hunter and place another Wolf priest in your group, get more combi plasma wolf guard in those two pods. Nothin quite like dropping down on your foe and having prefeerred enemie with 14 plasma shots on turn 1
Ok. So i can drop termies,and add two squads of Long Fangs.
I fear that combi WG would be a throw away unit. And to max the impact they shouldmcome in a group of 5, each with a combi weapon.
If you're doing that I would swap out one of the Melta GW for Flamers, that way you could get first blood if you drop next to some clumped up squishies ( I played Eldar the other day and got first blood that way, killed 7 of troops and the others ran off the table). I would then also toss Logan and put in Arjac in the raider, he should help take out any Wraithknights.
This message was edited 2 times. Last update was at 2013/10/06 22:28:28
Plant the LF in cover, have the RP cast Presence so a LF unit is TL.
Land the DP with Flamers near squishies, then the metlas near the prisims. Use the LF to mop up what survives the WG.
When the LR comes on have it Wraithknight hunting duty or try and pop his Warlord, the other Drop Pod can sit on an objective to fill any open holes. If you want stronger LF drop the Banners, I never use them since everything is shooty in 6th.
This message was edited 8 times. Last update was at 2013/10/06 23:26:00
Plant the LF in cover, have the RP cast Presence so a LF unit is TL.
Land the DP with Flamers near squishies, then the metlas near the prisims. Use the LF to mop up what survives the WG.
When the LR comes on have it Wraithknight hunting duty or try and pop his Warlord, the other Drop Pod can sit on an objective to fill any open holes.
If you want stronger LF drop the Banners, I never use them since everything is shooty in 6th.
Yeah...don't do this. At least not exactly like this. If you absolutely must run the 'outflanking land raider list' then make some changes.
1) Arjac - totally not worth it. Sure he's good, but he's also overpriced. Just trade him out for 2 Wolf Guard in Power Armor each with power fist and combi weapon. Then pocket the left over points. The two guys will provide some shootiness to the squad and give you some more power fists if you're concerned that the other guys in the squad aren't enough for a CC.
2) Get rid of the Deathwind missile launcher on the DP. That's a 20 point piece of crap. Sure it has a large blast template, but it only has a range of 12". You'll get just as many kills with your free storm bolter.
3) Rune Priest - Can he even have Telekinesis? I don't think he can, but whatever - take Prescience (primaris power from Divination discipline) or stick with LL and Tempest's Wrath. Jaws is going to be useless against Eldar because they have such a high Initiative. But ALL of their vehicles are skimmers or jet bikes, so Tempest's Wrath will nerf them. 4) The Long Fangs are good as they are, but they're going to be fire magnets. Don't expect them to survive and don't invest anything else in them.
5) The wolf priest is usually great, but against Eldar you need psychic defense. I'd recommend replacing the Wolf Priest with another Rune Priest just for this situation.
To be honest, I don't think you can be competitive running Space Wolf Terminators. There are just too many points tied up in that unit. Consider that a single unit of Wraithguard with D-scythes shooting at them will make you a sad panda. Plus, Eldar are fairly maneuverable. Even when you're outflanking, the Eldar may be able to just avoid your deathstar. I think you'd be better off with drop pods - getting right into their face. The Land Raider is really a 250 point liability against Eldar.
Here's the thing about Eldar; Each one of their units is very good at a specific task, but is very bad at another task. On the other hand, Space Wolf units are generally fair to good at just about anything. If you want to beat Eldar (or anyone really) you need to put the Eldar units into situations that they suck at. For example, Wraithguards are dead killy at shooting inside 12", but are totally manageable in close combat. Wraithlords wreck your face in CC, but they'll eventually go down to Krak Missiles. The biggest problem you'll have is predicting what kind of Eldar list you'll face. Are they Iyanden with 15 Wraithguard, a Wraithknight and 2 Wraithlords? Or are they Sam Hain with 50 jet bikes? Maybe they're a Foot Dar list with 60 guardians and 6 war walkers. For each one of those Eldar lists you could tweak your SW's to be better, BUT for most of them getting in close combat quickly with 50 space marines is going to be very effective.
Lone Wolf + TDA, Thunderhammer, Stormshield (85)
Lone Wolf + TDA, Thunderhammer, Stormshield (85)
Lone Wolf + TDA, Thunderhammer, Stormshield (85)
10 Grey Hunters + 2 Flamers, MotW, Wolf Standard, Drop Pod (210)
10 Grey Hunters + 2 Flamers, MotW, Wolf Standard, Drop Pod (210)
10 Grey Hunters + 2 Meltaguns, MotW, Wolf Standard, Drop Pod (215)
10 Grey Hunters + 2 Meltaguns, MotW, Wolf Standard, Drop Pod (215)
9 Grey Hunters + Plasmaguns, MotW, Wolf Standard, Drop Pod (205)
6 Long Fangs + 5 Missile Launchers (140)
6 Long Fangs + 5 Missile Launchers (140)
1800 exactly. If you're playing 1850, I'd give Runic Armor to one of your Priests and a Fenrisian Wolf to each Lone Wolf.
The Grey Hunters drop down (3 pods turn 1) and immediately engage enemy infantry and / or any vehicular threats that the meltaguns are needed for.
The Lone Wolves should move full speed ahead toward any Wraithlords or Wraithknights.
Long Fangs can pick the best targets to shoot krak missiles at.
One RP hangs back with the LF's to provide prescience. The other goes up with the GH's to provide Psychic defense and Tempests Wrath.
This message was edited 2 times. Last update was at 2013/10/07 15:14:48
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.
I agree - WG in TDA is not worth the points. 5 S8 AP2 shoots kill them instantly. And if a Eldar player is clever, he will put them back to back, so there isnt any way to shoot them in the rear. Especially with a model in TDA.
But despite the above - what a competitive Space Wolves Drop Pod list should look like?
This message was edited 1 time. Last update was at 2013/10/07 14:53:51
I edited my above post to include a list. It's pretty standard, but I think it will work against Eldar.
Automatically Appended Next Post: Now that I think about it, you might be able to make a dreadnought or two work against Eldar. I'd have to think about it some more though.
This message was edited 1 time. Last update was at 2013/10/07 15:24:28
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.
^ That list would definitely do it, as for the psychic powers with the RP, you can take the powers in the BRB if do not take any powers from the codex.
Eisensapper wrote: as for the psychic powers with the RP, you can take the powers in the BRB if do not take any powers from the codex.
No that's not completely correct. You can use the BRB powers from certain disciplines (For example, a Rune Priest can't have Pyromancy). But you were right that you can use Telekinesis.
Codex : Space Wolves FAQ wrote:
Psychic Powers
A Space Wolves Rune Priest (including Njal Stormcaller) may use the psychic disciplines found in the Warhammer 40,000 rulebook, instead of those in Codex: Space Wolves. If he does so, generate two new powers from the Biomancy, Divination or Telekinesis disciplines (in any combination) before armies are deployed.
This message was edited 1 time. Last update was at 2013/10/07 15:49:42
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.
Grugknuckle Your list looks great. Thank You very much.
I have still two questions about it:
- i have no protection against flyers
- squads with two meltas will have a hard time destroying 3HP vehicles. (Especially wave serpent with shield). In theory it would be great to destroy the transport with two meltas/plasma and then get rid of the troops with flamer GH. Still, its hard to do in the first turn.
2013/10/07 19:46:52
Subject: Re:Space Wolves 1800 - Drop Pod Loganwing
Now that I think about it, you might be able to make a dreadnought or two work against Eldar. I'd have to think about it some more though.
Dreadnought could be great. For 150 points You get a Dread with TL Heavy Flamer, CCW with flamer and a Drop pod S5 ap4 with wounds reroll on TL HFlamer could shred Eldar like crops
I have a question about logan. He costs a lot, and adding him to a throw-away squad of Long Fangs in a drop pod, just to make them relentless is a bit expensive. Or is it just to damn good, regardless of the price?