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[1850] Space Wolves + White Scars for "NOVA based" tournament  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

So, the FLGS is throwing its big shindig. It is always a blast and has several really good players attend. Good fun all around. My main problem in 6th edition of late is that I have trouble making a Space Wolves with Allies list instead of a Space Wolves as Allies list. Anyways, all kinds of advice welcome! Missions are described in the URL.


+ Space Wolves +
130 Points - Rune Priest (1) w/ Runic Armor, Chooser of the Slain, Living Lightning, Murderous Hurricane (if I don't go for BRB powers).
164 Points - Wolf Guard Pack (3) w/ x3 TDA, Combi-Plasma, Wolf Claw, x1 Drop Pod
190 Points - Grey Hunter Pack (8) w/ x1 Plasma Gun, x1 Wolf Standard, x1 Mark of the Wulfen, x1 Drop Pod
190 Points - Grey Hunter Pack (8) w/ x1 Plasma Gun, x1 Wolf Standard, x1 Mark of the Wulfen, x1 Drop Pod
190 Points - Grey Hunter Pack (8) w/ x1 Plasma Gun, x1 Wolf Standard, x1 Mark of the Wulfen, x1 Drop Pod
175 Points - Long Fang Pack (6) w/ x5 Missile Launchers, x1 Drop Pod

Subtotal: 1039 Points

+ White Scars +
150 Points - Kor'Sarro Khan (1) w/ Moondrakkan
253 Points - Space Marine Bike Squad (8) w/ x2 Grav-Gun; 1 Attack Bike with Multi-Melta
125 Points - Storm Talon (1) w/ Skyhammer Missiles
75 Points - Stalker (1)

Subtotal: 603 Points


I have 208 points remaining. Current thoughts are to add more firepower to my primary detachment, possibly shove 7-10 Grey Hunters in the Drop Pod currently assigned to the Wolf Guard (for Alpha Strike shenanigans)...

I've also thought about putting the Rune Priest on a Bike but decided against it. A clever opponent would just abuse the crap out of Focus Fire to snipe out my Warlord. A Wolf Priest on a Bike or something with a Storm Shield would be less vulnerable to outright death, but still vulnerable to Focus Fire. That +1 to Jink Saves is nice for the White Scars Bike Squad, deadly to their Battle Brothers...

I could be making a bigger deal of it than is realistic. A highly mobile Rune Priest, who happens to have Kor'Sarro as a bodyguard in close combat and can piggy back on their Hit & Run is very attractive to me. May be worth the risk.

I'm also considering dropping the Bikes and sticking with some Scout + Dedicated Transport fun. Still like the Biker idea better though...


Time is of the essence! Help me so I can purchase and build and (maybe paint) some of this in time to partake!

   
Made in us
Bounding Assault Marine




St Louis, MO

Remember that you can't use khan's scout move if he isn't your warlord. Honestly I think it looks solid but I'd drop khan for a tooled up Captain on a bike with a grav gun toting command squad.
   
Made in us
Stealthy Space Wolves Scout



Louisville, Ky

you could throw in a cheap lone wolf I always manage to get mine into range easily when fast movers are on the board

I also think the wolf priest could be useful, the new Preffed Enemy rules are eh, but he gives it to what ever squad he joins and you choose the type at the start of the game.

1000-6500 SW W/L/D 6/1/3
2014: 12/0/4
2015: 8/5/4

Adeptus_lupus instagram for BR
Ave Imperator 
   
Made in us
Boom! Leman Russ Commander








Drop the Long Fangs. They will die too easily. Replace with an allied command squad or a sternguard squad with 2 ML with flakk. Gives you some more AA, and more combat options.

since the GH squads are 8 in number, why not drop the WG drop pod and put them in as squad leaders, unless you need the pod of manipulation.

Plasma pistols in the GH squad. That extra shot at Str 7 is useful. I'd also throw in some power axes in case you get in HTH with something 2+.

With grav guns, isn't Jaws almost mandatory?

How about a WG biker squad with storm shields and frostblades to go with a biker runepriest, run them as the backup to the white scars?

.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. 
   
Made in us
Longtime Dakkanaut





Pasadena

I wouldn't take a Captain on Bike instead of Khan, I would replace Khan with a Chapter Master on bike. Chapter Masters are the real deal.

Las Vegas Open Head Judge
I'm sorry if it hurts your feelings or pride, but your credentials matter. Even on the internet.
"If you do not have the knowledge, you do not have the right to the opinion." -Plato

 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

 korghan wrote:
Remember that you can't use khan's scout move if he isn't your warlord..

Yes... That was pointed out to me yesterday. Apparently my brain read what it wanted instead of what was written! Very sad. But all well.

Responses for General Hobbs:
Spoiler:

General Hobbs wrote:
Drop the Long Fangs. They will die too easily. Replace with an allied command squad or a sternguard squad with 2 ML with flakk. Gives you some more AA, and more combat options.

They'll die just as easily, cost more, and have less shots. Also, 5 Missiles with re-rolls from Prescience edges out 2 Flakk Missiles for hitting Flyers when you do the math (1.528 vs 1.333).

General Hobbs wrote:
since the GH squads are 8 in number, why not drop the WG drop pod and put them in as squad leaders, unless you need the pod of manipulation.

The WG Drop Pod is there for two reasons: 1) So that I can drop all 3 units of Grey Hunters in one turn if I decide to and 2) So I can 'suicide' drop the Wolf Guard if I decide to. I like versatility and flexibility in my lists.

General Hobbs wrote:
Plasma pistols in the GH squad.

No. If you are doing this to yourself, stop it.

General Hobbs wrote:
With grav guns, isn't Jaws almost mandatory?

Rune Priest in the original post is on foot and can't fit in a Drop Pod unless he rides one solo. Being my Warlord, that'll never happen. He basically just sits back with the Long Fangs.

General Hobbs wrote:
How about a WG biker squad with storm shields and frostblades to go with a biker runepriest, run them as the backup to the white scars?

Are you for real? I have some serious concerns for your lists if you are thinking that is a good way to spend points. For one that has an obscene point cost for what it gives you. For two, Thunderwolf Cavalry would do the same job better and for cheaper (A naked Wolf Guard on a Bike is 53 points, a naked Thunderwolf Calvary model is 50 points). For three, White Scar Bikers have a ton of special rules making them better, so if anything you'd just take more of the less expensive Bikers that can take Grav Guns and benefit from ignoring Dangerous Terrain, +1 to their Jink Save, and Hit and Run.

You may want to rethink things, cause the point cost for some of these suggestions is truly out of control. Thanks for the input though.


1850 Space Wolves / White Scars Draft II

+ Space Wolves +

165 Points - Rune Priest (1) w/ Runic Armor, Chooser of the Slain, Jaws of the World Wolf, Murderous Hurricane, Space Marine Bike
164 Points - Wolf Guard Pack (3) w/ x3 TDA, Combi-Plasma, Wolf Claw, x1 Drop Pod
190 Points - Grey Hunter Pack (8) w/ x1 Plasma Gun, x1 Wolf Standard, x1 Mark of the Wulfen, x1 Drop Pod
190 Points - Grey Hunter Pack (8) w/ x1 Plasma Gun, x1 Wolf Standard, x1 Mark of the Wulfen, x1 Drop Pod
190 Points - Grey Hunter Pack (8) w/ x1 Plasma Gun, x1 Wolf Standard, x1 Mark of the Wulfen, x1 Drop Pod
175 Points - Long Fang Pack (6) w/ x5 Missile Launchers, x1 Drop Pod

Subtotal: 1074 Points

+ White Scars +

160 Points - Space Marine Captain (1) w/ Teeth of Terra, Storm Shield, Space Marine Bike
253 Points - Bike Squad (8) w/ x2 Grav-Gun; 1 Attack Bike with Multi-Melta
135 Points - Bike Squad (5) w/ x2 Grav-Gun
125 Points - Storm Talon (1) w/ Skyhammer Missiles

Subtotal: 673 Points

+ Fortification +

100 Points - Aegis Defense Line w/ Quad-Gun

Total: 1847

So, I dropped the Stalker. The only vehicle on Turn 1 and only AV12 just makes it too vulnerable. Plus a Quad-Gun is better. It has Interceptor and costs 25 points less. Added another Bike Squad for additional scoring and more Grav-Guns. Kor'Sarro Khan has been replaced with a more expensive Space Marine Captain (10 points more, but with Teeth of Terra and a Storm Shield!) and I stuck the Rune Priest on a Bike. He can join the Long Fangs or one of the Bike Squads. The ADL should help the Long Fangs survive. Normal cover doesn't do enough but if you Go To Ground in an ADL its a 2++ instead of a 3++. I'm confident that will make the difference, and since I usually Snap Fire at Flyers/Flying MC with them anyways it won't negatively affect me.

Thoughts?

   
Made in us
Fresh-Faced New User




I like this second version better; a bit more versatility in the list with deployment and tactics options.

The only negatives I can see is somewhat limited effectiveness to penetrate AV14 reliably and the melee options on the wolfguard.

Unless I'm mistaken (no access to rule books at the moment), the multi-melta is the only thing I'm seeing which can reliably threaten AV14, with missile launchers, Storm Talon assault cannons, and grav-guns acting as backup dancers trying to strip hull points. Granted, the assault cannons can also penetrate AV14, but I feel like they are a mediocre compromise to other options. Possibly consider dropping a plasmagun from one of the wolf squads for a meltagun which is easily delivered by a drop pod. Doing so also saves you 5 points which lets you...

Swap a couple wolf-claws out for a chain-fist on one wolf guard model. Not overly critical, but it would give you another AV14 threat and also lets you put a bit of MC defense into one of the more static grey hunter squads or the wolf guard if they decide not to be friends with anyone. I like wolf-claws, but sometimes some high strength ap2 melee insurance is worth it to seal the deal if something big and durable (riptide, etc) needs killin', and makes popping vehicles an easier prospect if your opponent decides not to kill the chainfist's unit after arrival. Alternatively, possibly put meltabombs on one of the biker ICs for mobility, repeated delivery, and survivability. I just favor a bit more redundancy, but you might be fine without it.

Other than those two things, I like the list.
   
Made in us
Swift Swooping Hawk





Oklahoma

I would change one of your grey hunter squads to 10 man with 2 flamers and the sarge with a combi-flamer with a standard and mark of the wulfen, and drop one of the wolf guard. Not sure how many points that leaves you with but you could probably stick a melta bomb on the 10 man squad and both your wolf guard with the extra points.

The flamers are surprisingly good at killing troops and coming in from a pod insures that you get at least 5 hits per template. My brother uses that load out in a list similar to this one and its really effective. Plus he uses the melta bombs as a counter for vehicles. Even if there's only a few guys left they are still a threat because he can charge a tank with a melta bomb and blow that gak up.

Craftworlds Eldar: 8500
Dark Eldar: 1000
Harlequins: 1000
Raven Guard: 1500
Tyranids: 1500
 
   
Made in us
Boom! Leman Russ Commander









Wow, what a jerk.

.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. 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

bosco wrote:The only negatives I can see is somewhat limited effectiveness to penetrate AV14 reliably and the melee options on the wolfguard.

Unless I'm mistaken (no access to rule books at the moment), the multi-melta is the only thing I'm seeing which can reliably threaten AV14, with missile launchers, Storm Talon assault cannons, and grav-guns acting as backup dancers trying to strip hull points. Granted, the assault cannons can also penetrate AV14, but I feel like they are a mediocre compromise to other options..

I may drop one Plasma for a Melta. You are correct in that only the 5 Missile Launchers, Grav-Guns, Multi-Melta, and Assault Cannon can even threaten AV 14, and not reliably. A second Multi-Melta would probably fix that problem in all honesty, but I'm not sure if an Attack Bike still counts as two models for figuring out if a unit is a Troop choice... The wording is different now.

bosco wrote:Swap a couple wolf-claws out for a chain-fist on one wolf guard model. Not overly critical, but it would give you another AV14 threat and also lets you put a bit of MC defense into one of the more static grey hunter squads or the wolf guard if they decide not to be friends with anyone. I like wolf-claws, but sometimes some high strength ap2 melee insurance is worth it to seal the deal if something big and durable (riptide, etc) needs killin', and makes popping vehicles an easier prospect if your opponent decides not to kill the chainfist's unit after arrival.

Most MC's strike at Initiative 2 or higher, so my Wolf Guard goes after them with Unwieldy. I'm terrible at making their 5++ so that usually leaves 'em out of the fight right away. The Re-Rolls to hit with the Wolf Claws really help to reliably take out enemy Infantry/Cavalry models. I get what you are saying, and have often made the same recommendation to others. I'll have to think about it (especially since I'll have to make a new model since I didn't magnetize when this army was being built).

bosco wrote:Alternatively, possibly put meltabombs on one of the biker ICs for mobility, repeated delivery, and survivability.

I can drop the Chooser of the Slain, though I wanted to be a jerk to Tau with it (it says Infiltrators can't *deploy* within 18" of the marker, not that they can't *Infiltrate*; time to troll some Pathfinders) and fit in two. Or if I swap to one Meltagun instead of a Plasma Gun then I can give one to someone. It's such a simple and good idea I'm disappointed I didn't think of it.

Helvost wrote:I would change one of your grey hunter squads to 10 man with 2 flamers and the sarge with a combi-flamer with a standard and mark of the wulfen, and drop one of the wolf guard. Not sure how many points that leaves you with but you could probably stick a melta bomb on the 10 man squad and both your wolf guard with the extra points.

Space Wolves don't work like other Space Marines. Most importantly, they don't have Sergeants. I can take a 10 man Grey Hunters Pack and have two Flamers for free, but then I miss out on having a Character in the unit and bumping the Leadership up to 9. Also, you have to take a minimum of 3 Wolf Guard if you are going to take any. Seeing as Wolf Guard are my Sergeants (only way to get Melta-bombs, etc) I'll have to leave the Grey Hunters units at less then full strength.

General Hobbs wrote:Wow, what a jerk.

Your suggestion was ridiculous when you look at the facts, and I wasn't even particularly rude (especially for the Internet) in explaining that. A little pointed perhaps...

At minimum 3 Wolf Guard on Bikes with no other wargear cost 159 points. That's 3 dudes with 3 twin-linked Bolters and 4 vanilla attacks each on the charge that can't Score. Look at my list. For 135 points, 24 points less, I get two more bodies, two Grav-Guns to boost their shooting even farther, they are Troops and so Score, and they get to ignore dangerous terrain tests, +1 to their Jink Save, and Hit & Run.

It makes zero sense to even consider Wolf Guard Bikers in this list for more than half a second. Which is why I suggest that if you think that Wolf Guard Bikers would be a "good" choice that you re-think things, as you are paying way too many points for a unit that does far less than available alternatives. That's just plain bad list building.

   
 
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