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Made in us
Fresh-Faced New User





I've been looking at ways to improve upon my wolves and my game. Space Wolves bread and butter is CC and I'm trying to work on how to get them into CC range as fast as possible and maximize the damage potential.

So, here's what I came up with;
CotGW
HQ
Harald Deathwolf @206
2x Fenrisian Wolves
Wulfen x2 @612
1x leader with punch claws
2x SS/TH and auto frag launchers
4x Great Frost Axes
Fenrisian Wolves x1 @40
TWC x2 @510
3x SS/TH

At this point I've used about 1368 of 1850 points. One option I was looking at is using Stormwolves with the Wulfen. In a larger list this may prove the better option or may even prove the best option overall. Also, if not necessary I can drop the Wulfen Pack leader and shave 40 points right there. However, the option I went with was a CAD of Ravenguard.

CAD
SM: Ravenguard (Shadowstrike Killteam)
Scouts x2 @238
Veteran Sergeant w/ grav pistol and power fist
Sniper rifle x4
Homing beacon

Vanguard veteran squad @244
Veteran sergeant w/ grav pistol and power fist
6x vanguard veterans w/ 2x Lightning claws each
all equipped with jump packs

The scouts give me some decent long range concentrated fire and the homing beacons/formation rules allow the veterans to deep strike in without scatter, so long as they are within 9" of the scouts. Also, I can decide if they automatically pass or fail the deep strike reserve rolls. Included with the formation is the ability to assault the turn they arrive.

Harald allows all beasts/cavalry within 12" to use his leadership unless it's higher. The formation Company of the Great Wolf also grants the TWC +1 WS, raising it to 5 which means I'm hitting on three with five strength ten attacks on the charge.

Essentially the two TWC will be a shield wall for the Wulfen and Harald turn one while everything gets into range. Every hit will be instant death in assault and I can penetrate Most armor on 3++. Once turn two hits, the Ravenguard will deploy in. Everything will move around and then the assaults begin

Let me know what you think. C&C welcome
   
Made in us
Ambitious Space Wolves Initiate





I'm been running the "Skyhammer Annihilation Force". It's pretty deadly. Assault Marines are required to equip Jump Packs and Dev Squads have to take Drop Pods. See special rules below.

Chapter Tactics [Star Phantoms]
Star Phantoms

+ Formation (590pts) +

'Skyhammer Annihilation Force (590pts)
First the Fire, then the Blade, Leave No Survivors, Shock Deployment, Suppressing Fusillade

Assault Squad
Assault Squad [Jump Packs, 4x Space Marines]
Space Marine Sergeant [Bolt Pistol, Chainsword]

Assault Squad
Assault Squad [Jump Packs, 4x Space Marines]
Space Marine Sergeant [Bolt Pistol, Chainsword]

Devastator Squad
Devastator Squad [4x Grav-cannon and Grav-amp, 4x Space Marines]
And They Shall Know no Fear, Chapter Tactics *, Combat Squads
Space Marine Sergeant [Bolt Pistol, Boltgun, Signum]

Devastator Squad
Devastator Squad [4x Grav-cannon and Grav-amp, 4x Space Marines]
And They Shall Know no Fear, Chapter Tactics *, Combat Squads
Space Marine Sergeant [Bolt Pistol, Boltgun, Signum]

Spoiler:
++ Selection Rules ++

First the Fire, then the Blade: On the turn they arrive from Deep Strike Reserve, the Devastator Squads in a Skyhammer Annihilation Force have the Relentless special rule and the Assault Squads can charge even though they arrived from Reserves that turn.

Leave No Survivors: Assault Squads in a Skyhammer Annihilation Force can use their Jump Packs in both the Movement phase and the Assault phase. If an Assault Squad from a Skyhammer Annihilation Force charges a unit that has Gone to Ground as a result of the Suppressing Fusillade special rule, that Assault Squad can reroll failed To Hit and To Wound rolls in the ensuring Assault phase.

Shock Deployment: All units in a Skyhammer Annihilation Force start the game in Deep Strike Reserve. Instead of using the normal deployment and reserve rules for these units, you can, during deployment, choose whether this Formation will arrive during your first or second turn. The entire Skyhammer Annihilation Force automatically arrives on the turn you choose—no Reserve Rolls are required. Ignore this Formation's Drop Pods for the purposes of the Drop Pod Assault special rule.

Star Phantoms: Orbital Wave Attack: Any unit in the detachment arriving via Deep Strike may re-roll any Reserve roll of 1 if its controlling player wishes.

Hail of Destruction: Once per game, the player may declare the use of this ability and its effects last from the start of the controlling player’s Shooting phase until the start of their next Shooting phase. During this period, all units in the detachment with Chapter Tactics (Star Phantoms) count their Rapid Fire, Assault, Salvo and Heavy Weapons as being twin-linked.

Suppressing Fusillade: A unit targeted by a Skyhammer Annihilation Force's Devastator Squad in the Shooting phase must take a Morale test at the end of the phase on 3D6, regardless of how many casualties were inflicted. If the test is failed, the enemy unit does not Fall Back, but must immediately Go to Ground. If the test is passed, the enemy unit is unable to fire Overwatch for the rest of the turn.
   
Made in gb
Furious Fire Dragon






Your scouts seem a little bit confused. Why have you given the sergeants pistols and fists, when the rest of the unit has snipers?

For Khaela Mensha Khaine
For the Emperor and Sanguinius!
DS:90+S++G+++MB--IPw40k15#+D+A+/mWD-R+T(T)DM+ 
   
Made in us
Fresh-Faced New User




As for the scouts, I'm just used to taking better weapon options for my Setgeants. You're right, it doesn't make sense though. So I gave the Sergeants sniper rifles and grav pistols. Left me enough points to take an additional Vanguard Veteran.

I was looking at the Skyhammer Annihilation force and I like it. The special rules are interesting and the fact you can have everything arrive turn one if you choose along with relentless on the devastators can definitely come in handy.
   
 
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