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![[Post New]](/s/i/i.gif) 2016/09/10 03:16:40
Subject: [1500] - Space wolves - Fun and Fluffy
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Sinewy Scourge
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Hey dakka, I recently acquired some more models for my Space Wolves and I kinda put a list together using what I've got, trying to make it work.
Wolves Unleashed Detachment
HQ:
Rune Priest ML2
Rune Priest ML2
Troops:
Grey Hunter squad-
-9 dudes total
-Plasma gun
-Power weapon
-Rhino
Grey Hunter squad-
-9 dudes total
-Plasma gun
-Power weapon
-Rhino
Elites -
Wolf Guard-
-2x Combi Melta
-2x Duel Wolf Claw
-Razorback LasPlas
Wolf Guard Terminators
-5 combi melta
Lone Wolf
-Terminator Armour
-THSS
Lone Wolf
-Terminator Armour
-THSS
Dreadnought
-Venerable
-Frost Axe Blizzard Shield
-Pod with a locator beacon
Fast attack:
Thunderwolf calvary-
-3x storm shields.
General Idea is use the drop pod as a rally point for my deepstriking terminators and lone wolves, while the rhinos hopefully outflank to try and box in the enemy.
I like the idea of the list and what else can I do to make it better? I don't actually really have anything else ATM so what can I do to make it work?
Thank you!
~Mikey
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![[Post New]](/s/i/i.gif) 2016/09/10 03:37:37
Subject: [1500] - Space wolves - Fun and Fluffy
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Ancient Space Wolves Venerable Dreadnought
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If that's your game-plan then not really.
Any other formation would lose the ability to bring in a unit regardless of reserve rolls.
I would suggest dropping a pair of Grey Hunters from one squad and one from the other, then decking the rest of the Hunters with CC weapons and one pack with a Wolf Standard to make the best use of the Power Weapons.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2016/09/10 04:19:33
Subject: [1500] - Space wolves - Fun and Fluffy
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Sinewy Scourge
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I already had CC on the GH, I kinda assumed that everyone took it as it seems like a very good upgrade...
What do you mean by any other formation would lose the ability to bring in a unit regardless of reserve rolls?
Thank you
~Mikey
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![[Post New]](/s/i/i.gif) 2016/09/10 05:33:05
Subject: [1500] - Space wolves - Fun and Fluffy
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Ancient Space Wolves Venerable Dreadnought
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Wolves Unleashed detachment requires two HQ and two troops, it gives you the detachment bonus of bringing a single unit in from reserves without the need to roll for it.
If you're deepstriking a lot of units it's a pretty powerful bonus.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2016/09/10 14:29:00
Subject: [1500] - Space wolves - Fun and Fluffy
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Sinewy Scourge
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Ah yes I know, I was just a bit confused by your wording, sorry
Thanks
~Mikey
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![[Post New]](/s/i/i.gif) 2016/09/18 03:25:01
Subject: [1500] - Space wolves - Fun and Fluffy
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Regular Dakkanaut
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Considering you are going two Rune Priests (one for each Rhino), I'd say all that Living Lightning is just as good (better) than the Plasma Rifle. Go with the Meltagun instead (6" move + 6" 'killzone' is not terrible). the Rhino movement should make up for the dismal meltagun range, and give your units the ability to tackle only that which a Meltagun can - and still dish out stupendous amounts of S7 via Living Lightning.
I'd shave the points off of the Powerweapon and maybe even the ML2 as well, and spend those 80 pts somewhere more valuably. The Rune Priests already get a Power weapon, and if you are really going to face something you'd need TWO power weapons for, chances are the unit will be outmatched anyways, and you should just charge that unit with your TWC.
it's 50/50 on spending the 10pts for the extra attack, but I won't say it is a *bad* choice. just iffy, imo. points can make a BIG difference at the end of a list, for tweaking or in fact ADDING to a Roster.
I've seen Wolf Guard land from a pod to GREAT effect when spamming stuff like Meltaguns or Plasma Rifles, dropping Knights and MC's and LR's like they were nothing... then being only normal (assaulty) Space Marines afterwards, which tends to deter shooting against them (as they've already been spent).
Ever try TH/SS Terminators? They ARE MEEEAN! Just gotta get them into CC, and they ROCK whatever they meet.
If I were to go Lone Wolves, which is definitely viable, I'd totally roll them with SS + Chainfists. Perfect balance of all things.
I'd definitely (personally) load the TWC with Wolf Claws, 1 each, to go with the SS's. With Rending, you'll have okay AP2, and absolutely LAY WASTE to anything not TEQ.
I've had a TWC unit one game stay back field countering the shenanigans of an IG drop/flyer list, every time they'd drop the TWC would make them disappear. No matter they dropped, if on my side of the table, the TWC met and eliminated them. ALL game long haha
The Locator beacon won't do much - but play on it, see if you end up actually taking advantage of it.
I definitely like the Blizzard Dread. The 3+ front arc is HARD to place appropriately - I use a Lucius Pod to protect a lone dread in a list. However, once reaching CC they are quite mean to handle. I do think, however, that MurderFang is more potent with his 10-12 attacks (vs infantry, that is) and is cheaper too!
Hope this helps =)
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![[Post New]](/s/i/i.gif) 2016/09/18 04:48:40
Subject: [1500] - Space wolves - Fun and Fluffy
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Sinewy Scourge
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Today I got another razorback/rhino and drop pod, so the wolf guard are podding in now (about time)
The reason I went with ML2 on the Librarians was simply because I think the new space marine powers are cool as feth so I am partial to casting as many as possible.
Oh, also, Lone Wolves can't take SS CF, as both the SS and the CF replace their melee weapon, so if you want high strength AP2 you are stuck with the thunder hammer...sadly.
It did help a lot though, thank you!
~Mikey
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![[Post New]](/s/i/i.gif) 2016/09/18 06:13:36
Subject: [1500] - Space wolves - Fun and Fluffy
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Ancient Space Wolves Venerable Dreadnought
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It's an annoying shame that. Free shields with Heavy Flamers and Assault Cannons would be brilliant.
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I don't break the rules but I'll bend them as far as they'll go. |
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