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Made in pl
Regular Dakkanaut




Hi,

I would like to test my Space Wolves in a tournament. The problem is, that Space Wolves do well, when i prepare the list to fight a certain foe. The list to fight Eldar is a lot more different then a list to fight the Orcs. I have no idea how to design a versatile and competitive list?
Even when fighting a single race, the list can be different. My Drop Pod Wolves with 5 drop pods with grey hunters ( two of them with priests) does well versus Nids horde, but have no punch against Tyranid CC units, especially when they are WS9 and i need to reroll all inv saves.
Is it possible to have a Space Wolves competitive list? What units should i include in it?

Best regards!
   
Made in ca
Regular Dakkanaut






SW should be all about alpha strikes at this point, Rhinos are death traps in a world of S6 and S7 shooting, Long Fangs disappear to Heldrakes, and we lack cheap TH/SS terminators or any real hammer unit. But right now SW has 2 advantages, cheap mass combi-weapons and grey hunters, wolf guard with combi-weapon can nuke a squad pretty easily or grey hunters with wolf standards are essentially built-in anti-horde. So I feel a pure SW list should concentrate on pure drop-pod alpha strike or even a full WG with combi-weapon army to maximize our advantage. Sure there will be hard counters (warp quake), but the ability to have your squads almost shoot at full strength and become a close combat threat the very next turn is huge for an army that can put so many marines on the board.
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





 Continuity wrote:
SW should be all about alpha strikes at this point, Rhinos are death traps in a world of S6 and S7 shooting, Long Fangs disappear to Heldrakes, and we lack cheap TH/SS terminators or any real hammer unit. But right now SW has 2 advantages, cheap mass combi-weapons and grey hunters, wolf guard with combi-weapon can nuke a squad pretty easily or grey hunters with wolf standards are essentially built-in anti-horde. So I feel a pure SW list should concentrate on pure drop-pod alpha strike or even a full WG with combi-weapon army to maximize our advantage. Sure there will be hard counters (warp quake), but the ability to have your squads almost shoot at full strength and become a close combat threat the very next turn is huge for an army that can put so many marines on the board.


Excellently summed my friend.

There are basically two alpha strike builds available to SW and those are Logan or No-Logan

If you go with Logan, obviously you want almost entirely WG w/ combis. A MM LF squad with his relentless ability and a RP fit nicely as well.

For No-Logan builds, take 1-2 RP, and at least 2, probably 3, 7-man squads of WG w/ combi-melta. I play Eldar regularly, and I have found that this is the sweet spot for reliably taking out Wave Serpents. Riptides are another story however. You'll have to dedicate at least 2 WG units to reliably kill it. It's best to just pod as close to them as you can, weather the storm, and hope to tie them up in combat as long as possible. After that, as many GH squads as points will allow. IMHO, GH squads should always, always, always, be 10-man units with 2 specials, a standard, and MotW. You end up with a tough, dual threat unit for relatively cheap. I also like to find points to sprinkle 1 or 2 meltabombs per WG squad: That way your opponent can't completely ignore them after they pop off the combis. As for RP i like to roll on divination for all their powers. Misfortune (force successful armor save rerolls), Forewarning (grant 1 unit a 4++), Scrier's gaze (reserves shenanigans), and Prescience are all good powers. Hell even Foreboding (full BS overwatch) isn't bad.

So something like this:

RP: 100

RP: 105
Meltabomb

WG :201
7-man, 7-combis, meltabomb, Pod

WG :196
7-man, 7-combis, Pod

WG: 173
6-man, 6-combis, Pod

2X GH: 210
10-man, 2x Flamer, Standard, MotW, Pod

2X GH: 220
10-man, 2x Plas, Standard, MotW, Pod

GH: 215
10-man, 2x Melta, Standard, MotW, Pod

1850 exactly. Take a mix of plas and melta on w/ the WG as you see fit. Melta on the two 7-man squads and plas on the 6-man squad seems good to me, but YMMV depending on your meta. Life a'int easy for the pups these days, but hell 72 of 'em just might be able to make a dent in something Hope this helps.

"Backfield? I have no backfield." 
   
Made in pl
Regular Dakkanaut




Hi,

Thank You both for the comments. I have few questions though:
- how should this list perform versus monsters, like Carnifex or Hive Tyrant? Lots of attacks, high I, etc?
- i have no protection versus flyers
- the Divination powers can't be used the turn RP arrives via drop pod. I was thinking about using Living Lightning or Jaws. Lightning can open light vehicles, and Jaws can get rid of a Rip Tide or Tervigon in one second.
   
Made in au
Ferocious Blood Claw






Personally, I wouldn't underestimate lone wolves or thunder wolves either.
   
Made in pl
Regular Dakkanaut




Lone wolfes are great, but they lack the mobility.
Thunderwolves cost a lot, have low Ld and usually dont pay off.
   
Made in us
Unrelenting Rubric Terminator of Tzeentch





gausus wrote:
Hi,

Thank You both for the comments. I have few questions though:
- how should this list perform versus monsters, like Carnifex or Hive Tyrant? Lots of attacks, high I, etc?
- i have no protection versus flyers
- the Divination powers can't be used the turn RP arrives via drop pod. I was thinking about using Living Lightning or Jaws. Lightning can open light vehicles, and Jaws can get rid of a Rip Tide or Tervigon in one second.



Anything in the air is obviously going to give you issues. For pure wolves, the only answer is to camp a unit on an ADL, but that's going to cut into your alpha strike, and has zero synergy with the list. There's allies, but again it will be difficult to pay the ally tax and still hurt your opponents army enough on turn 1.

Valid points about the RP. If you see a lot of lists with big, slow, stompy things then by all means, Jaws the hell out of 'em

"Backfield? I have no backfield." 
   
 
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