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Made in au
Fresh-Faced New User



Australia

Hey guys.

I'm new to the forum as well as playing pups and just wanted to run a list past you all.

HQ

Rune Priest

Rune Priest

Elites

5 Wolf Scouts (Meltagun, Meltabombs)

Troops

10x Grey Hunters (Flamer, Plasma Gun, Wolf Standard)
Drop Pod

10x Grey Hunters (Flamer, Plasma Gun, Wolf Standard)
Drop Pod

10x Grey Hunters (Flamer, Plasma Gun, Wolf Standard)
Drop Pod

10x Grey Hunters (Flamer, Plasma Gun, Wolf Standard)
Drop Pod

Heavy Support
5 Long Fangs with Missile + Leader
4 Long Fangs with Plasma Cannon + Leader

TOTAL: 1485

Rune Priests will hang out with the Long Fangs with Divination so they will hopefully hit everything they want, and rolling up the 4+ ward save would be nice.

Scouts will come in on the enemy edge to harass and deal with armour that Missiles might not be able to.

Not sure where to put the left over points.

Any help would be great



   
Made in us
Homicidal Veteran Blood Angel Assault Marine






NJ, USA

Any reason for the flamer/plasma split?

I would consider possibly throwing a WG in Termite armor with one of the GH squads. Putting an SS on him as well will help him take all the fire away from his squad. He is a lot of points, but definitely has paid off for me in the past.

You have one LF squad all MLs? And one all Plasma? I would possibly mix them to make target priority tricky. Considering you can split fire, it will not make a difference.

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Made in au
Fresh-Faced New User



Australia

I never really thought about mixing the LF squads, but that is a good idea. As for Flamers/plasma, I just think it will work out okay. Yet to try it though.
   
Made in gb
Disciplined Sea Guard






As I understand it flamer/plasma is a cheap weapon combo for space wolves. It's not optimal though, if you can spare the points go for double plasma I'd say.

Perhaps grab an aegis with auto-cannon to give your long fangs something to sit behind and at least some anti-air on the field. Drop the scouts to afford these options.

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Made in au
Fresh-Faced New User



Australia

If I drop the scouts I can take all units of wolves with double plasma, plus an aegis with Icarus Lascannon and get it to 1500 on the smacker
   
Made in gb
Regular Dakkanaut




Maybe get at least one wolf guard terminator with cyclone missile launcher... Drop podding wolves does sound like fun

George

 
   
Made in us
Automated Space Wolves Thrall




Hatboro, PA

I would recommend turning one of the pods into a double meltagun pod. That would get you your extra 5 points and it will give you some extra answers for armor

I also think drop the Wolf Scouts and try to use those points for a 5 man grey hunter in a drop pod. It is always better to have an odd number of drop pods. That way you will maximize the number of pods you get on turn one

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Made in au
Fresh-Faced New User



Australia

Ahh yes of course.

Also, just out of curiosity and I don't have my codex with me. But with drop pod assaults, do you still roll for reserves for the ones that are coming in turn one?
   
Made in nz
Stealthy Space Wolves Scout




In ur base, killin ur d00dz

No half of your drop pods automatically come in turn one.

And drop the scouts, I've never really had a use for them since they get shot to bits since they can't assault. If you want something to sneak in and flank your opponent. Put a squad of Grey Hunters or Blood Claws with Wolf Priest who has saga of the hunter.
   
Made in au
Fresh-Faced New User



Australia

Also can someone clarify something for me.

How can I take WG Battle leaders if I already have two HQ choices?

This message was edited 2 times. Last update was at 2014/05/10 03:06:59


 
   
Made in ca
Huntsman





Montreal, Canada

With the wolves' special army rule: Leader of the Pack.

Is basically lets you have two HQ choices for every FoC HQ slot, under the condition that no two HQs may be equipped in the exact same way, nor can two psykers have the exact same combination of powers nor can a saga be taken twice in the army.

In that regard, you'd have to equip one of your priests with either a chooser of the slain with your extra points (say... the one that will be manning a possible aegis defense line's gun, yay re-rollable BS5 for an effective BS 10! ) or just switch its bolt pistol for the free bolter. It's free, easy and will most probably never come into play, but it's important to note that difference because of the army's special rule.

As for the scouts, I've had good uses for mine and they pretty much always were worth their points. Maybe not in what they kill, but in what they get shot at instead of the rest of my army getting shot at. And with a potential 6 plasma shots or two melta shots (two pistols, special weapon + combi-weapon wolf guard) that can arrive from any edge of the board (even your opponent's) fairly reliably, it's usually enough to get your opponent to shoot at them instead of something else more valuable or at least force your opponent to leave their big toys far from any table edge in fear of their potential, leaving those closer to any real threats your army may have. And that, by my book, is a result worth fielding them. But that's just an opinion, what is it worth anyway?

And for the grey hunters, I'd consider:
Double melta for one squad.
Buying a set of terminators to make a wolf guard unit and having one go in each of your remaining squads and one in each long fangs for protecting them with 2+ save, following their pack leader rule, which allows them to leave the squad (and in this example, leaving said squad empty) to join almost any other squad of wolves.
Combi-weapons for the drop-podding guards, optimally having a combi-version of the special weapon you'll have in the squad.
That would, of course, mean lowering you grey-hunter model count to 8 and forfeiting the free special weapon, but it's worth it because you get a character in your squad for challenges, a 2+/5++ save in your troops and a built-in power-weapon of your choice!
Having all of combis and special weapons be meltas will wreak havoc on any transport-relying list, and even gives you an answer to super-heavies.

And for the long fangs, all sounds good so far, but stick the leader at front so he can eat the first wound and preserve the firing power of the squad, as he's completely useless in most situations (his leadership being the same as the rest of the squad and his ability to challenge useless as, if they get in melee, you're doing it wrong)... except if you mix your HWs, in which case he's paramount.

This message was edited 1 time. Last update was at 2014/05/11 14:17:10


Cyriss &Blindwater 
   
 
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