So I decided to get back into
40k again (after an abortive attempt at melee-only nids in 6th), and I want to make some cool space vikings, so I picked up the new codex yesterday.
Due to the way I am Forging A Narrativeâ„¢, one of the main driving forces behind the list is "nobody walks" - their preferred engagement style is to scout the enemy with fast units and then deploy in force, because a) I think it would be cool and b) it drives towards a very mobile army with a lot of positional flexibility, which seems like it should be a strong style. I'm also geeeenerally in the "boys before toys" camp, so trying to be as upgrade-light as I can get away with.
Here's what I'm thinking about right now:
HQ:
Wolf Lord
- Black Death
- Wolf Mount
- Runic Armor
Rune Priest
- ML2 upgrade
- Psychic Hood
- Terminator Armor
Troops:
10 Grey Hunters
-
CCWs - 2x flamers
- Wolf Guard Leader
- Drop Pod
10 Grey Hunters
-
CCWs - 2x flamers
- Wolf Guard Leader
- Drop Pod
Elite:
5 Wolf Guard Terminators
- Melee option (probably hammer/shield)
Fast Attack:
Stormwolf
- Multi-melta option
6x Thunderwolf Cavalry
- 6 pairs of Wolf Claws
Heavy Support:
6 Long Fangs
- Flamer
- 5 Missile Launchers
- Drop Pod
1850 on the nose
My thinking is that ideally the lord+
TWC deploy on the table (fast scouting force), with the terminators+priest reserved in the stormclaw and everything else in pods (sitting in the strike cruiser waiting for targets), so I can put everything in the best places to mess with my opponent. 1x hunters and the long fangs come in turn one, if I'm using the special
SW detachment I can guarantee the stormwolf arrives turn 2 and the other hunter pod turn 3. I've got hopefully perfectly-positioned long fangs for fire support, two squads of "don't charge me bro" troops for objectives, shooting and general troublemaking (I know they don't get OS if I use the
SW detachment), a big nasty block of
TWC for massacring any non-2+ infantry (hence the black death - a unit of 7 should usually be outnumbered and then I've got 36 S6/AP3/rending/shred and a further 9 S7/AP2/rending attacks on the charge), a decent block of hammernators in a turn-2 assault flyer for messing with heavy vehicles/2+ armor and the stormwolf itself which ought to be reasonable against aircraft. I thiiiink I've got all my bases covered? Downsides I can see are long fangs not getting to shoot on T1 (hopefully balanced by being able to put them in side/rear arcs), lack of OS, a couple of somewhat-deathstary units, not a whole lot of psychic power, maybe not enough anti-vehicle and all my anti-air is in one flyer.
Anyway, how does this strike people? I don't need it to be super-competitive but I am hoping for a decent, fun
TAC list for local gaming. I've already worked out my own fluff for the army and I'm planning on naming every single marine and tracking their exploits individually, because if we're going to be Cinematicâ„¢ we might as well go all-in, right?
(Things I would love in future: more of everything, axedread, stormfang carrying iron priest and 4 servitors, iron priest on a wolf because it seems pretty
OP, lone wolves once some marines earn the right in battle!)