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Made in gr
Regular Dakkanaut





Battalion

HQ

wolf lord with jump pack (TH/SS, armour of russ, saga of the hunter)

Battle leader with jump pack (TH/SS, wulfenstone)

TROOPS

5xintercessors (auto bolt rifles)

5xintercessors (auto bolt rifles)

5xintercessors (stalker bolters)

ELITES

4xaggressors (4xbolt gauntlets/frag launchers)

FAST ATTACK

3xThunderwolves (3xshields,1x hammer on pack leader)

HEAVY SUPPORT

5xlongfangs (4xplasma cannons)

TRANSPORT

Repulsor (twin las, las talon, onslaught gatling, 3xstormbolters, 2xkrak launchers)

FLYES

Stormfang gunship (2xlas cannon, 2xtwin heavy bolters, helfrost destructor)


1500 on the nose !!!

TACTIC

Longfangs enter the gunship and aggressors enter the repulsor. During my first turn long fangs exit with 3" + 6" move in a nearby ruin/terrain and make use of keen senses and wolf's eye strats. In that way they are protected by turn one shooting if i go second.
Repulsor with aggressors, Stormfang and thunderwolves create a force that moves forward with the HQs protected in the middle, granting rerolls of 1 and heroic intervention with armour of russ debuff to potential enemy chargers. Turn 2 aggressors come to play. Auto bolt intercessors move and advance just to get into bubble of rerolls covering the back of my moving castle and they focus on middle objectives while longfangs and stalker intercessors capture base objectives.

I chose thunderwolves even though they are pricey because they tank alot of damage (i hope they get cheaper in the CA2019) and they get buffed from wulfen stone (so are aggressors). Another possible synergy is advance and charge for T-wolves and aggressors if i get the saga of ...

Updated the list by dropping a thunderwolf and turning my two grey hunter squads to 2 squads of auto bolt intercessors

Thoughtsss?


This message was edited 3 times. Last update was at 2019/11/05 17:45:21


 
   
Made in ca
Dangerous Duet






It seems interesting. Have you thought about sky claws or wolf guards with JP to go with your HQs ? They could provide some screening and benefit from their auras and artetacts.

 
   
Made in gr
Regular Dakkanaut





Hey ..thnx for reply... The role of thunderwolves is to tank damage, T5 ,3wounds and 3++ is realy good for that role. Skyclaws cant take stormshields so they will die quickly. Wolfguard with jump packs would be an option but they are too expensive for 1 wound model with a shield (their cost wasnt updated in the last CA 2018) and T4 is wounded very easily thats why i didnt also take wulfen.

PS : I talked about thunderwolves because that was the unit i would trade for another melee/bodyguard unit , otherwise i will loose precious fire power

This message was edited 4 times. Last update was at 2019/11/05 12:55:14


 
   
Made in de
Lurking Gaunt



schiedam

hmm my battle scribe is saying its 1508 points.
any way, I think against MEQ armys you have a fine list ... But its all commers , against high count army's ork nids guard you will have a hard time , same goes for things with a lot of tanks. guard or eldar come to mind .
plasma cannons are great for marine killing but not so good against tanks because of the low damage they do.

physic powers or the lack to counter them will definitely hurt you... sure you have thundershields but stuff like deathhex or doom +jinx , or smite will give you a bad day.

Snipers are your smash caps night mare ... i like to play 3 units of scouts . giving me 18 dice to do mortal wounds on characters ... they are my thunder cavalry ....
   
Made in gr
Regular Dakkanaut





Redinc wrote:
hmm my battle scribe is saying its 1508 points.
any way, I think against MEQ armys you have a fine list ... But its all commers , against high count army's ork nids guard you will have a hard time , same goes for things with a lot of tanks. guard or eldar come to mind .
plasma cannons are great for marine killing but not so good against tanks because of the low damage they do.

physic powers or the lack to counter them will definitely hurt you... sure you have thundershields but stuff like deathhex or doom +jinx , or smite will give you a bad day.

Snipers are your smash caps night mare ... i like to play 3 units of scouts . giving me 18 dice to do mortal wounds on characters ... they are my thunder cavalry ....


First of all Thnx for reply

For anti-tank i have 9 shots (6 lascannons, 3 helfrost)with reroll 1s to hit and wound and 4 D3 plasma shots with reroll 1s to hit and reroll all wounds. Long fangs with plasma cannons with the wolf's eye srtat for reroll wounds are a lot better than lascannons for killing tanks. The reroll all wounds is really strong with lots of D2 shots. I used to take lascannons but when i first used plasma cannons against a guard foe ( they killed a tank commander first turn) i never went back to las cannons. They are even more effective against targets with inv save like dark eldar vehicles who need volume of shots to be destroyed.

As for anti horde weaponry i have the 2xtwin heavy bolters from the flyer, all the mini guns from the repulsor (storm bolters, onslaugt gatling gun), the 4 aggressors (24+4D6 shots), the 2x15 shots from autobolt rifle intercessors + my lots of melee attacks with wolves, agressors and HQs

Yes the list doesnt have any psychers but in a 1500 pts marine list i think its better to take max 2 HQs to have points for more units on the ground. I always go with wolf lord and as secondary i either go battle leader or runepriest.
I came to realise that battle leader has more reliable buff, melee capability and survivability. The runepriest is too situational and his powers are cr@p and warp charge expensive. Even if i a had a runepriest i would have a max of 1 deny which against psycher heavy lists counts for nothing (i can also use the deny stratagem to try and counter a low psychic roll)

As for the sniper heavy lists i can deploy my HQs in the gunship instead of long fangs for turn 1 protection and try to thin them down in my turn shooting

Ill test the list and let you guys know how it went ...wolves are struggling right now and i hope they bring us up to speed with the new CA2019 and the psychic awakening series

PS : i recalculated the points and they are 1500 ...i think i cant post point costs here though

This message was edited 1 time. Last update was at 2019/11/06 07:49:33


 
   
Made in de
Lurking Gaunt



schiedam

you can post points if its totals
Sm spells are not that great true. but xenos eldar nids chaos ..
they will have 2 or more casters on there team.
i fight eldar on a regular bases and they are casting 5 spells a turn.

any way just be carfull with that repulsar, Noting is more fun to see it moving up the board guns blazing and then it gets tank shocked by a rino and next turn you are stuck no shooting for
this turn

Me i use 3 vindicators as a castle but then again i play mostly CSM/nids . 1/2 my space wolfs found new army's and the rest now serve the gods of chaos.

good luck with your games
   
Made in gr
Regular Dakkanaut





I think Repulsor has the fly keyword (fall back and shoot normally) , that rhino must kill it in combat to stop it from shooting next turn ...

 
   
 
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