OK here we go.
garyashbolt wrote:
Took my 1500 space wolves list to GW today for 2 games, one against Demons, and one against Dark Eldar. The game was over by turn 2 both times.
I feel your pain mate, look at my SIG only three losses....... all to
DE!
garyashbolt wrote:
I have tried to rejig my list, and wondered if anyone could help me out. Basically what happened was, i went second both times, i had some long fangs and scouts on the board, with 3 drop pods in reserve. a land speeder in reserve, and a storm talon (space marine allies) in reserve. so 2 pods came in turn one, did a bit of damage, and died, the another pod came in, then on the next turn the storm talon came in. basically my army came on in nice small manageable chunks for my opponent. this list i have tired to put more out to start with, to stop my long fangs getting targetted with a whole army in turn one. I was nearly tabled in turn 1 twice lol.
Hmmmm, I think you nailed it with this-
garyashbolt wrote:
basically my army came on in nice small manageable chunks for my opponent.
Ill address this later.
Digriz wrote:
The only way to use drop pods in 6th is to put some quick cheap hurt onto a vehicle. Try using 3 wolf guard with combi meltas dropping next to an enemy tank, or 5 GH with melta and a wolf guard pack leader with TDA and combi melta. That works for me.
But yeah, overall I'm starting to lean towards leaving the pods at home and taking land raiders instead.
This is one way.......
Digriz wrote:
Thunderwolves are amazing, I like running 4, 3 naked and 1 with stormshield thunderhammer. they wreck face, but can be shot up by lots of small arms fire, so need to be protected.
They are but are not the be all and end all people say they are, I use them very rarley.
garyashbolt wrote:
Rupertrampton wrote:
Again I would say your problem could well be you spend too much time making list and not enough time playing and working out how the game works.. No offence I my self have been guilty of this great on paper but not very good in practise!
No offence taken! I dont get enough games in real life.....theres just nobody near by. if you find anyone in my area! give me a shout
lol.
List building is part of the winning games, knowing what your units can and can not do is a bigger part and your generalship skills are an even bigger part. If your not learning from your losses there is something wrong. I have a good W/L rate at the moment with
SW but when i started playing them in 5th ed I was getting smashed, because I didn't know the units. I came here on Dakka and got advise, most pple said go for units of 7
GH with
WG,
RP and max
ML LF. That got boring quick, but it did teach me what A, long fangs can and cant do and B, Grey hunters are awesome.
lonewolf81 wrote:First of all dropods ROCK!!!
Yes if used correctly
lonewolf81 wrote: Second, spacewolves are outdated, but thats better because winning a more updated codex becomes a real challenge :p
Wrong! Space Wolves are not out dated! we have some challenges but I think we are still very competitive and the second best ally in the game!
They are very fluffy (not like fur but a good pun none the less) and have several different styles within the codex, probably the most but im not 100%.
I was going to continue the quoting thing but I think its better if I just say my Piece and you can judge it with what the other guys have said.
As I said above when I started PPL told me that you had to run 2
RP, 3-5 units of 7
GH with
WG in Rhinos and 2-3 MF
LF and that was it the cookie cutter
WAAC list in 5th. I tried it and did well, but got bored. It might be a good starting point for you to learn
SWs, but your list and original post sends a different msg.
Like everyone says
GH are awesome and I agree you should take only them for troops in most cases, usually a full unit per 500pts. A few tricks with them though,
-always run them in pairs at the start of the game, because
GH are awesome 2
GH are unbeatable. This also makes you game play versatile, move them together to take out a big unit/threat or separate to take out 2 smaller units/threats or even claim objectives towards the end of game.
- Try to take 10 cause nothing is better than a free special weapon!!
- as the other guys said, always put a
WS cheap for what it does and plays to the strengths of
SW. Getting to re roll all 1s for overwatch, then wounding, then hitting in combat, then wounding, then armour saves means they bite.....they bite hard and then they don't die.
- MoW, not a must but I love it
d6 +1 (for 2
ccw) +1 (for counter attack) attacks with rending. OK its a must for front line units....ALL units.
-
PA,
PF. Its hidden in your unit something to think about, not a must but if you have the points.
-
PP, only take this if your unit is lead by WP. I have a unit with 2x
PG, 1x
PP, 1x
PA, MoW,
WS, lead by WP with
PP and Saga of the Hunter. Thats 6 Plasma shots with rerolls of 1's to hit AND wound (yes I always take infantry as preferred enemy) that outflank..... then i dare them to charge me cause then I get it again for overwatch and still get +1 for counter attack.
- Delivering them to their 24" kill zone is very important whether by rhino,
DP, foot slog, or even outflank as above or Redmoor shenanigans.
Long Fangs are also awesome I mostly take 1 Unit of 5
ML. I am sceptical of having more, they are cheap and effective but i think a second unit should be more targeted, Plasma or Plasm/
HB or just
HB are good and a
ML/
LC mix is also good. But points could be spent elsewhere. I also like to give my
LF RB with
TL LC or
LC TL PG gives me a mobile
AT platform.
Rune Priests are very good... note not Awesome. they are cheap,
GK and Eldar hate them. (side note, for fun challenge an Eldar player to a game then pull out Njal... they run away crying....well they do at my club I use him every now and then. For FUN mind you hehehe) So they pack a punch in the right situation. I do always take 1 in small point games and as a second
HQ.
Thunderwolf Calvery. They can win a game!.... but only if they are heavily supported by the rest of the army. Screening, diversions, minimising units and wargear to afford more. I have 6. I use them maybe 5% of the time. I have seen them do amazing things and I have seen them do not much. I personally need more games with them so I can learn how to use them properly. If you want to use them I say go for it, as with anything in the codex try it out and learn from your mistakes, you might love them and win with them. But they are not an instant win button like some PPL claim.
Drop Pods, there are awesome, If used correctly. use 1 as a distraction/annoyance/first turn pain/easy first blood, But it will die with out support or back up (sensing a theme here? Space WOLVES, Pack animals, cant survive if left alone.........Subtle right?) usually an army uses 5 or 7 maybe 9??? but always an odd number and lots so the first turn a huge whack of your army is in their face and their game plan is shot... and hopefully some of their expensive units hehehe. you will also need to fill them with shooty like
GH or
WG with Combi weapons ala sternguard.
I have Loganwing drop pod army that is INFAMOUS at my club it has Logan and some
MM LF fun with 18 Plasma and 8
AC shots first turn. only 1 game lasted past 3rd turn.
OK now I've had my rant, and I hope the I didn't offend the other guys. Especially GKnuckle as he helped me alot when I started
SW's. I just had a different opinion on some things.
lets look at your list, And I think the most important part (because your
OP stated you wanted to win more) is to play more games and LEARN from them, what worked and what didn't!
I know you don't have alot of $$ so I will try and keep that in mind. I know how annoying it is when you ask for advice and all you get is 'throw away those expensive models you bought theyre crap and buy this other expensive models'.
You have to think about how your units will work on the table.
If you want to use the
DPs either only one suicide or make room for at least 5. Maybe take an
ADL with comms to ensure the last 2 come in 2nd turn.
Maybe look at dropping the wolf guard and take 3 x 10 man units
GH, cheaper and more shooty punch for drop pods. you can do the same for the forth or have it 9 man for the
RP. You could also put your rune priest on a bike with the white scars. Up to you if you keep both and do both.
Does it have to be Khan (dont know his rules) can it be a captain on bike?? I like
th idea of the C:
SM Bikes as
SW are not very good.
Maybe drop the storm talon........I Know
SW has no
AA but I think the meta has changed, maybe just at my club, TAU means less fliers (this is a long debate I will not get into here) Fliers come out usually 3rd or 4th turn mostly, that means we have more points on the board then they do for first, usually second, maybe third. just make sure you make use of it. like when a player gets sin binned in a game the opponent has to use their one extra man advantage. Then hopefully you have taken out most of the threats of his ground army that you can mass fire at the flier. So no
AA but not useless against them. Thats my games though. other might be different.
I like land speeders I will throw one in with
MM to make up points. Don't really like
HBs. If you use two try two units of one for mor coverage. oh and put the
MM on them please.
I dont like vindicators (sorry I really tried not to do that) others swear by them but I destroy them and move on. Its also your only tank in the army and if your side of the board is empty (cause your troops are in
DPs) it will be first target if you dont get first turn. As your probably aware.
Your long fangs are a bit Discombobulated (go away little red squiggle its a real word) replace either the 2x
HB or 2x
LC with
ML so they are not wasting shots.
Ok thats all I got for now, Hope it makes sense and helps you. Its 3am and im at work.....:(! I thinks
SW are the best army, I have a lot of variety so I can play 3 games in a day and every time its different cause I use a rhino rush, or Redmoor outflank, a Loganwing
DP, Wolf born wolf rush, Njal footslogga...etc and I NEVER get bored!