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Made in au
Fresh-Faced New User



newcastle, australia

Hi Dakka, I could use some help with my list and tactics, I'm a new Wolves player and I've been playing against a friend who started 40k with me.

He plays Tau and so far we have played 5 games, He has tabled me twice and had a close victory once, and I've barely won twice.

Any help adjusting my list or with tactics would be very appreciated.

My list is

498 pts

Rune Priest - 70pts
- The bite of Fenris - 10pts

9 x Grey hunters - 179pts
- 9 Chainsword - 18pts
- Melta gun - 10pts
- Drop pod - 35pts

6 x Grey hunters - 129pts
- Drop pod - 35pts

Predator -120pts
- Twin-Linked Lascannon --25pts
- Sponson Heavy Bolters -20pts

His list is generally (not sure of exact numbers of fire warriors)

Etherial

Riptide (ion accelerator and fusion blasters)

2 smallish fire warriors squads ( 7 and 11 i think)

and a Crisis team (3 with fusion blasters and missile pods)

*EDIT* Left out the predator.

This message was edited 1 time. Last update was at 2014/12/30 11:02:32


 
   
Made in us
On a Canoptek Spyder's Waiting List





What are your tactics?

more and more 2000 
   
Made in au
Death-Dealing Devastator



Melbourne,Vic

Tactics are an important consideration here; your arrangement might work well if you play it differently.

Straight off the top, I would consider adjusting your GH squads. You've got all your upgrades on a single squad-any time someone dies, you're losing quite a bit of utility. The extra attacks from CCW weapons can be handy, but I would reduce the number (see below) or put them on the second squad-first squad hunts the heavy stuff with the melta, second squad deals with the infantry. That way they support one another.

Alternatively (and what my first play would probably be); lose 5 of the CCW and give your second GH squad a melta as well to help put down the armour, or a plasma gun to let you tear up armour and infantry alike (at the risk of gets hot).

The Pred.....seems odd. You've got it kitted out for 2 different duties; the las giving it vehicle popping ability and the bolters letting you tear infantry apart. You might have more success focussing it on one task, or otherwise just be clever with your tactics-you could use it to support whichever GH squad is in need of assistance in any given turn, I suppose, with middling efficiency.

One key to playing Marines (I play IH and Wolves) is remembering that based on their stats, they're adequate at most tasks. Adequate, not fantastic, generally speaking. It's the kit you put in the squad that makes them actually 'good' at one particular thing, with the ability in a pinch to take over other roles as need be. Your first GH squad can't be popping vehicles/armour and fighting infantry at the same time, so spread the kit out a bit and make your second squad more useful
   
Made in us
Fresh-Faced New User



newcastle, australia

Generally I attempt to rush him and get into close combat asap, as attempting to outgun tau at range is a bad idea.

Deploy rhino as close as I can or if i go first somewhere in the middle.

Have predator camp an objective and hit the riptide and crisis with all it has.

Drop in drop pod within grey hunters rapid fire range of fire warriors and hope enough survive interseptor attack's and the fire warriors next turn's attacks to do some damage in the assault the next turn.

Rune priest is in the pod, generally biomancy powers to weaken of kill a few tau.


Automatically Appended Next Post:
skolirvarden wrote:
Tactics are an important consideration here; your arrangement might work well if you play it differently.

Straight off the top, I would consider adjusting your GH squads. You've got all your upgrades on a single squad-any time someone dies, you're losing quite a bit of utility. The extra attacks from CCW weapons can be handy, but I would reduce the number (see below) or put them on the second squad-first squad hunts the heavy stuff with the melta, second squad deals with the infantry. That way they support one another.

Alternatively (and what my first play would probably be); lose 5 of the CCW and give your second GH squad a melta as well to help put down the armour, or a plasma gun to let you tear up armour and infantry alike (at the risk of gets hot).

The Pred.....seems odd. You've got it kitted out for 2 different duties; the las giving it vehicle popping ability and the bolters letting you tear infantry apart. You might have more success focussing it on one task, or otherwise just be clever with your tactics-you could use it to support whichever GH squad is in need of assistance in any given turn, I suppose, with middling efficiency.

One key to playing Marines (I play IH and Wolves) is remembering that based on their stats, they're adequate at most tasks. Adequate, not fantastic, generally speaking. It's the kit you put in the squad that makes them actually 'good' at one particular thing, with the ability in a pinch to take over other roles as need be. Your first GH squad can't be popping vehicles/armour and fighting infantry at the same time, so spread the kit out a bit and make your second squad more useful


Thanks for the reply it cam though halfway though my tactics reply.

Ive had a think about it myself and I have a few ideas, yeah the bolters didnt do much to the riptide so upgrading them to lascannons is a pretty good idea.

Might drop the priest and a few hunters from the pod and swap out the melta for a flamer, and a loose few chainswords on the front few who are likely to die and focus that squad on anti infantry, and move the priest and hunters into the rhino and give them a melta and hunt the crisis and riptide with those.

What do you think of death wind miasile launcher on the pod for the s5 large blast, into a group of fire warriors.

This message was edited 2 times. Last update was at 2014/12/31 03:18:41


 
   
 
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